Research, Validation & Continuous Innovation

MirageXR continuously evolves through collaboration with clients, industry partners, and research institutions to address real operational needs while integrating the latest technological innovations.This ensures the platform remains scientifically grounded, commercially competitive, and aligned with emerging XR and AI standards.

Insights and validation studies are published in leading journals and presented at major international conferences, including the works listed below.

(make them clickable to the links provided)

Shidende, D., Kessel, T., & Moebs, S. (2023, May). Towards accessible augmented reality learning authoring tool: A case of MirageXR. In 2023 IST-Africa Conference (IST-Africa) (pp. 1-13). IEEE. https://ieeexplore.ieee.org/document/10187746

Qiblawi, R. A., Sliman, L., Osman, Z., & Haidar, A. M. (2026). MirageXR: A Framework for Metaverse-Enabled Cross-Platform Integration of Physical Hardware and XR Environments. In Metaverses: Reshaping Law, Economy, and Society: A Comprehensive Analysis of Virtual Worlds and Their Real-World Implications (pp. 155-179). Cham: Springer Nature Switzerland. https://link.springer.com/chapter/10.1007/978-3-032-08664-8_9

Thanyadit, S., Heintz, M., Law, E. L., & Mangina, E. (2022). How easy is it to extend reality? a usability study of authoring toolkits. Human Interaction & Emerging Technologies (IHIET 2022): Artificial Intelligence & Future Applications68. http://doi.org/10.54941/ahfe1002707

Samson, F., & Shidende, D. (2025). Contribution of artificial intelligence in improving the user experience of augmented reality learning applications. Form@ re-Open Journal per la formazione in rete25(1), 155-166. https://oaj.fupress.net/index.php/formare/article/view/17169

Karampatzakis, D., Fominykh, M., Fanchamps, N., Firssova, O., Amanatidis, P., Van Lankveld, G., ... & Klemke, R. (2024, May). Educational Robotics at Schools Online with Augmented Reality. In 2024 IEEE Global Engineering Education Conference (EDUCON) (pp. 1-10). IEEE. https://doi.org/10.1109/EDUCON60312.2024.10578583

Wild, F., Perey, C., Hensen, B., & Klamma, R. (2020, December). IEEE standard for augmented reality learning experience models. In 2020 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE) (pp. 1-3). IEEE. https://doi.org/10.1109/TALE48869.2020.9368405

Gruber, A., Berns, A., & Fominykh, M. (2024). Enhancing language teaching with augmented reality: Insights from the ARIDLL project. CALL for Humanity - EuroCALL 2024 Short Papers pp. 155-162. http://dx.doi.org/10.4995/EuroCALL2024.2024.19056

Kißmehl, A. S., Fominykh, M., Wild, F., & Aagaard, T. (2025, July). Supporting Second Language Acquisition with Artificial Intelligence and Augmented Reality. In 2025 IEEE International Conference on Advanced Learning Technologies (ICALT) (pp. 177-179). IEEE. https://doi.org/10.1109/ICALT64023.2025.00056

Matin, F., & Mangina, E. (2024, November). Exploring Students’ Acceptance of Augmented Reality Technologies in Education: An Extended Technology Acceptance Model Approach. In International Conference on Virtual Reality and Mixed Reality (pp. 243-258). Cham: Springer Nature Switzerland. https://link.springer.com/chapter/10.1007/978-3-031-78593-1_14

Farella, M., Arrigo, M., Tosto, C., Seta, L., Chifari, A., Mangina, E., ... & Chiazzese, G. (2022, September). The ARETE ecosystem for the creation and delivery of open augmented reality educational resources: The PBIS case study. In International Workshop on Higher Education Learning Methodologies and Technologies Online (pp. 760-775). Cham: Springer Nature Switzerland. https://link.springer.com/chapter/10.1007/978-3-031-29800-4_57

Domínguez, A., Pacho, G., Bowers, L., Wild, F., Alcock, S., Chiazzese, G., ... & Masneri, S. (2023). Dataset of user interactions across four large pilots on the use of augmented reality in learning experiences. Scientific Data10(1), 823. https://www.nature.com/articles/s41597-023-02743-6

Shidende, D., Kessel, T., & Treydte, A. C. (2025). Fostering agroecological knowledge through augmented reality-driven experiential learning. Form@ re-Open Journal per la formazione in rete25(1), 288-299. https://doi.org/10.36253/form-17176

Huang, X., Wild, F., & Whitelock, D. (2021). Design dimensions for holographic intelligent agents: A comparative analysis. http://ceur-ws.org/Vol-2902/paper2.pdf

Dengel, A., Iqbal, M. Z., Grafe, S., & Mangina, E. (2022). A review on augmented reality authoring toolkits for education. Frontiers in Virtual Reality3, 798032. https://doi.org/10.3389/frvir.2022.798032

Domínguez, A. et al. (2023). Collaborative Augmented Reality Tools for Behavioral Lessons. In: Auer, M.E., Pachatz, W., Rüütmann, T. (eds) Learning in the Age of Digital and Green Transition. ICL 2022. Lecture Notes in Networks and Systems, vol 633. Springer, Cham. https://doi.org/10.1007/978-3-031-26876-2_10

Borroni, A., Perboli, G., Piccinelli, G.M. (2026). Immersive Futures: Charting the Legal, Ethical, and Technological Frontiers. In: Borroni, A., Perboli, G., Piccinelli, G.M. (eds) Metaverses: Reshaping Law, Economy, and Society. PoliTO Springer Series. Springer, Cham. https://doi.org/10.1007/978-3-032-08664-8_1

Han, X., Maillarbaux, T., Doyle, C., Idowu, O., Garg, P., Killian, C., ... & Campbell, A. (2025, July). AVINA: Automated Visual Novel Generation Using LLMs from MCQ Inputs. In 2025 IEEE Gaming, Entertainment, and Media Conference (GEM) (pp. 1-6). IEEE. https://doi.org/10.1109/GEM66882.2025.11155579

Psyrra, G., Mangina, E. (2023). Harvesting Metadata for XR Digital Learning Objects. In: Fulantelli, G., Burgos, D., Casalino, G., Cimitile, M., Lo Bosco, G., Taibi, D. (eds) Higher Education Learning Methodologies and Technologies Online. HELMeTO 2022. Communications in Computer and Information Science, vol 1779. Springer, Cham. https://doi.org/10.1007/978-3-031-29800-4_43

Natarajan, G., Raja, S. R., Elango, E., & Soman, S. (2025). Augmented Reality and Virtual Reality: Transforming the Learning Experience with AI Tools. Virtual Reality and Augmented Reality with 6G Communication, 217-243. https://doi.org/10.1002/9781394336081.ch9

Chiazzese, G., Seta, L., Domìnguez, A., Taibi, D., Tosto, C., Arrigo, M., ... & Farella, M. (2023). Using xAPIs for monitoring behavioral lessons in augmented reality. In Perspectives on Learning Analytics for Maximizing Student Outcomes (pp. 144-167). IGI Global. https://www.igi-global.com/chapter/using-xapis-for-monitoring-behavioral-lessons-in-augmented-reality/332981

Pitsikalis, S., Lasica, I. E., Kostas, A., & Vitsilaki, C. (2024). Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification Framework. Trends in Higher Education3(4), 1091-1108. https://doi.org/10.3390/higheredu3040064

Boowuo, H., & Dittman, K. (2025). Immersive technologies for special students in higher education: A systematic literature review. Journal of Higher Education Theory and Practice, 25(2), 43-61. Retrieved from https://www.proquest.com/scholarly-journals/immersive-technologies-special-students-higher/docview/3216945695/se-2

Muff, F., Fill, HG. (2023). A Domain-Specific Visual Modeling Language for Augmented Reality Applications Using WebXR. In: Almeida, J.P.A., Borbinha, J., Guizzardi, G., Link, S., Zdravkovic, J. (eds) Conceptual Modeling. ER 2023. Lecture Notes in Computer Science, vol 14320. Springer, Cham. https://doi.org/10.1007/978-3-031-47262-6_18

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