JMIR XR and Spatial Computing (JMXR)

A new peer-reviewed journal for extended reality and spatial computing in health and health care. 

Editor-in-Chief:

Lars Riedemann, MD, Heidelberg University Hospital, Germany


JMIR XR and Spatial Computing (JMXR) is a new journal by JMIR Publications (the leading publisher in the digital health space) focusing on extended reality (XR) and spatial computing applications in human health and well-being, including but not limited to health and medical care settings. 

Extended reality (XR) is a catchall term to refer to augmented reality (AR), virtual reality (VR), mixed reality or mediated reality (MR), with "X" as an arbitrary variable that can interpolate between these various realities or eXtrapolate (eXtend) beyond them. The technology is intended to combine or mirror the physical world with a "digital twin world" that is able to interact with it. (Wikipedia)

Browse our themes - we have been publishing about XR since 2016!

Topics of interest for this journal include medical applications of XR, including immersive technologies, interactions or social connections within three-dimensional (3D) virtual worlds or the metaverse, and concrete applications in surgery, rehabilitation and assistive technology, ophtamology, medical education, medical research, and medical practice. 

Related work has previously appeared across the portfolio of JMIR Publications journals and is curated in the following e-collections across our 35 digital health journals:

While we will continue to publish XR-related work in other journals of the JMIR Publications portfolio, JMXR will create a focused community of XR researchers and practitioners interested in XR/AR/VR applications in medicine. 

Recent Articles

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Reviews on XR and Spatial Computing

Virtual reality (VR) is a type of extended reality (XR) technology seeing increasing adoption in healthcare. There is robust evidence articulating how consumer-grade VR presents significant cyber security and privacy risks due to the often ubiquitous and wide-range of data collection and user monitoring, as well as the unique user impact of attacks due to the immersive nature of the technology. However, little is known about how these risks translate in the use of VR systems in healthcare settings.

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Evaluation of XR and Spatial Computing

The metaverse is a promising avenue for accessible, effective digital mental health treatments. However, general attitudes toward peer-supported metaverse mental health interventions (MMHIs) remain largely unexplored.

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UX and Human Factors in XR and Spatial Computing

Physical activity interventions for people with dementia have shown promising effects in improving cognition and physical function or slowing disease-related decline. Immersive virtual reality (iVR), using head-mounted displays, facilitates realistic experiences by blurring the boundaries between VR and the real world. The use of iVR for people with dementia offers the potential to increase active time and improve dementia therapy and care through exercise interventions. However, the feasibility of using VR use in people with dementia, considering changes in motor, cognitive, psychological, and physiological parameters, remains insufficiently investigated.

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Evaluation of XR and Spatial Computing

Augmented reality (AR) is a novel modality for promoting smoking cessation (SC). AR-visualized adverse consequences for education and smoking prevention have only been evaluated in nonsmokers in previous studies.

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Evaluation of XR and Spatial Computing

Immersive technology provides adjuncts for pediatric care. However, accessibility and inadequate training limit implementation of this technology. Standardized instruction with no-cost software licensing may improve health care professionals’ facility with immersive technologies.

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Editorial

We are pleased to introduce JMIR XR and Spatial Computing, a peer-reviewed journal dedicated to advancing the integration of extended reality and spatial computing technologies into routine clinical care.

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XR for Assessment and Diagnosis

Virtual reality (VR)–based goal-oriented games for cognitive assessment are rapidly emerging and progressively being used in neuropsychological settings. These games have been validated quantitatively, but minimal qualitative insights from users currently exist. Such insights on user experience are essential to answering critical questions linked to the games’ large-scale usability, adoption in hospital settings, and game design refinement. Current qualitative studies on these games have used general questionnaires or web-based reviews to answer these questions, but direct observation from primary settings is missing. We believe that direct observation of participants playing these games and subsequent interaction with them is critical to developing a more objective, clear, and unbiased view of the games’ efficacy, usability, and acceptability.

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Reviews on XR and Spatial Computing

Chronic pain is a growing health problem worldwide with a significant impact on individuals and societies. In regard to treatment, there is a gap between guideline recommendations and common practice in health care, especially concerning cognitive and psychological interventions. Virtual reality (VR) may provide a way to improve this situation. A growing body of evidence indicates that VR therapy has positive effects on pain and physical function. However, there is limited knowledge about barriers and facilitators to the implementation of VR interventions for people with chronic pain in health care settings.

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Evaluation of XR and Spatial Computing

Immersive virtual reality (VR) interventions are being developed and trialed for use in the treatment of eating disorders. However, little work has explored the opinions of people with eating disorders, or the clinicians who treat them, on the possible use of VR in this context.

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Training and Education in XR and Spatial Computing

Emerging technologies, such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and 3D printing (3DP), have transformative potential in education and health care. However, complete integration has not yet been achieved, and routine use is limited. There may exist gaps in the perspectives of these technologies between users and developers, and improvement may be necessary in developing such technologies.

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Evaluation of XR and Spatial Computing

Risky alcohol consumption among adolescents is a significant public health concern in most Western countries. Various motives and factors (eg, sensation seeking, gender, reduced self-efficacy) known in the literature are associated with risky drinking decisions in real life. Efforts to tackle risky drinking decisions in real life through skills training to deal with social pressures have been successful. However, interventions of this nature require significant resources. Technological solutions, such as virtual reality (VR), offer advantages, as they enable immersive experiences that replicate real-life scenarios. However, a question persists pertaining to the fidelity of real-world behaviors within virtual environments.

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Training and Education in XR and Spatial Computing

Health care professionals globally face increasing levels of burnout characterized by emotional exhaustion, depersonalization, and a reduced sense of accomplishment, and it has been notably exacerbated during the COVID-19 pandemic. This condition not only impacts the well-being of health care workers but also affects patient care and contributes to significant economic burden. Traditional approaches to mitigating burnout have included various psychosocial interventions, with mindfulness being recognized for its effectiveness in enhancing mental health and stress management. The emergence of virtual reality (VR) technology offers a novel immersive platform for delivering mindfulness and emotional management training.

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