Virtual Reality

Recent momentum

-11%

8 papers in the last 28 days · 0.1% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

Weekly history

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What was published in this topic, kept on the site without email delivery.

Period ending 2026-09-21

4 new papers

A weekly snapshot of new work published in Virtual Reality.

79 papers

Latest in Virtual Reality

May 14, 2026cs.AI

TeachAnything: A Multimodal Crowdsourcing Platform for Training Embodied AI Agents in Symmetrical Reality

Symmetrical Reality (SR) is emerging as a future trend for human-agent coexistence, placing higher demands on agents to acquire human-like intelligence. It calls for richer and more diverse human guidance. We introduce a three-stage demonstration paradigm integrating multimodal demonstration signals. Building on this paradigm, we developed TeachAnything, a cloud-based, crowdsourcing-oriented demonstration platform with physics simulation capable of collecting diverse demonstration data across varied scenes, tasks, and embodiments. By unifying virtual and physical interactions through both methodological design and physics simulation, the system serves as a practical foundation for developing embodied agents aligned with Symmetrical Reality.
Zidong Liu, Rongkai Liu, Yue Li +1
May 14, 2026cs.CV

Analogical Trajectory Transfer

We study analogical trajectory transfer, where the goal is to translate motion trajectories in one 3D environment to a semantically analogous location in another. Such a capacity would enable machines to perform analogical spatial reasoning, with applications in AR/VR co-presence, content creation, and robotics. However, even semantically similar scenes can still differ substantially in object placement, scale, and layout, so naively matching semantics leads to collisions or geometric distortions. Furthermore, finding where each trajectory point should transfer to has a large search space, as the mapping must preserve semantics and functionality without tearing the trajectory apart or causing collisions. Our key insight is to decompose the problem into spatially segregated subproblems and merge their solutions to produce semantically consistent and spatially coherent transfers. Specifically, we partition scenes into object-centric clusters and estimate cross-scene mappings via hierarchical smooth map prediction, using 3D foundation model features that encode contextual information from object and open-space arrangements. We then combinatorially assemble the per-cluster maps into an initial transfer and refine the result to remove collisions and distortions, yielding a spatially coherent trajectory. Our method does not require training, attains a fast runtime around 0.6 seconds, and outperforms baselines based on LLMs, VLMs, and scene graph matching. We further showcase applications in virtual co-presence, multi-trajectory transfer, camera transfer, and human-to-robot motion transfer, which indicates the broad applicability of our work to AR/VR and robotics.
Junho Kim, Eun Sun Lee, Gwangtak Bae +2
May 13, 2026cs.CR

ThermalTap: Passive Application Fingerprinting in VR Headsets via Thermal Side Channels

Standalone virtual reality (VR) headsets process highly sensitive personal, professional, and health-related data, yet their susceptibility to non-contact physical side channels remains largely unexplored. Existing side-channel attacks typically require malicious software execution or physical access to peripherals, making them conspicuous and potentially patchable. This paper introduces ThermalTap, the first passive, non-contact side-channel attack that fingerprints VR applications solely from the long-wave infrared (LWIR) radiation emitted by the headset chassis. By treating a headset's thermal signature as a high-fidelity proxy for internal computational workloads, ThermalTap enables remote application inference at meter-scale distances without any device interaction. To achieve robust performance in real-world settings, the system combines a commodity thermal camera with a multi-modal sensor suite (capturing ambient temperature, humidity, and airflow) to normalize environmental noise. We evaluate ThermalTap using six applications across three commercial standalone headsets. In indoor settings, ThermalTap identifies applications with over 90% accuracy using only 10 seconds of thermal camera data. Under outdoor conditions, with longer session-level observations, several applications remain identifiable despite environmental variability, with the strongest outdoor application reaching 81% accuracy. Our findings establish thermal radiation as a fundamental and unavoidable privacy risk for immersive systems, exposing a critical security gap that bypasses current software-level protections and physical access controls.
Mahsin Bin Akram, A H M Nazmus Sakib, OFM Riaz Rahman Aranya +3
May 12, 2026cs.RO

DexTwist: Dexterous Hand Retargeting for Twist Motion via Mixed Reality-based Teleoperation

Dexterous teleoperation via Mixed Reality (MR)-based interfaces offers a scalable paradigm for transferring human manipulation skills to dexterous robot hands. However, conventional retargeting approaches that minimize kinematic dissimilarity (e.g., joint angle or fingertip position error) often fail in contact-rich rotational manipulation, such as cap opening, key turning, and bolt screwing. This failure stems from the embodiment gap: mismatched link lengths, joint axes/limits, and fingertip geometry can cause direct pose imitation to induce tangential fingertip sliding rather than stable object rotation, resulting in screw axis drift, contact slip, and grasp instability. To address this, we propose DexTwist, a functional twist-retargeting framework for MR-based dexterous teleoperation. DexTwist detects a tripod pinch, estimates the operator's intended screw axis and twist magnitude, and applies a real-time residual joint-space refinement that tracks turning progress while regularizing the robot tripod geometry. The refinement minimizes a virtual-object objective defined by turning angle, screw axis consistency, fingertip closure, and tripod stability. Simulation and real-world experiments show that DexTwist improves turning angle tracking and screw axis stability compared with a vector-based retargeting baseline.
Dongmyoung Lee, Chengxi Li, Dongheui Lee
May 11, 2026cs.RO

SEVO: Semantic-Enhanced Virtual Observation for Robust VLA Manipulation via Active Illumination and Data-Centric Collection

Vision-Language-Action (VLA) and imitation-learning policies trained via community toolchains on low-cost hardware frequently fail when deployed outside the training environment. Existing evaluations, including the original ACT and SmolVLA benchmarks, demonstrate high success rates under controlled, fixed backgrounds, yet community practitioners report near-zero transfer to new environments. We present SEVO (Semantic-Enhanced Virtual Observation), a data-centric approach that improves cross-environment manipulation robustness without modifying the policy architecture. SEVO transforms the raw RGB camera stream through three mechanisms: (1) body-fixed cameras whose combined fields of view cover the full manipulation workspace, (2) active red-spectrum illumination that physically normalizes object appearance, and (3) real-time YOLO segmentation overlay that provides a background-invariant semantic cue. Critically, we show that a diversified data collection protocol (systematically varying lighting, backgrounds, and distractors during teleoperation) is the single most important factor for generalization. We target transparent water bottles, objects that visually blend with their surroundings, and select a simple pick-and-place task to enable hundreds of controlled real-robot trials across two mobile platforms. The full pipeline achieves 95% grasp success with ACT and 83% with SmolVLA in the training environment, transferring to novel environments at 85% and 75%. Without SEVO, the same policies achieve only 75%/70% in training and collapse to 30-35% in novel environments. Our results demonstrate that principled observation design and environmental diversity during data collection, not model scaling, enable low-cost robots to operate reliably in everyday household environments.
Tianchonghui Fang, Yuan Zhuang, Fei Miao
May 8, 2026cs.CV

PicoEyes: Unified Gaze Estimation Framework for Mixed Reality with a Large-Scale Multi-View Dataset

We present PicoEyes, a unified gaze estimation framework that directly predicts all key attributes of gaze, including 3D eye parameters, eye-region segmentation, optical axis, visual axis, and depth maps, from either monocular or binocular inputs. The framework simultaneously addresses calibration, gaze forecasting, and varying device postures, while also supporting 3D eye reconstruction via joint estimation of eye parameters and depth maps in an end-to-end manner. In addition, we introduce a large-scale multi-view near-eye dataset containing comprehensive 2D and 3D annotations under diverse conditions, including train, test, rewear-test, and calibration sessions. Extensive experiments demonstrate that PicoEyes achieves state-ofthe-art performance, consistently outperforming both academic and industrial gaze tracking methods across nocalibration, calibration, rewear-after-calibration, and forecasting settings. This work establishes a practical, end-toend paradigm for robust and generalizable gaze estimation in mixed reality (MR) applications.
Fuxin Duan, Hui Wang
May 7, 2026cs.CV

Closing the Loop: Unified 3D Scene Generation and Immersive Interaction via LLM-RL Coupling

Recent advances in large language models (LLMs) have significantly improved language-driven 3D content generation, but most existing approaches still treat scene generation and user interaction as separate processes, limiting the adaptability and immersive potential of interactive multimedia systems. This paper presents a unified framework that closes the loop between language-driven 3D scene generation and immersive user interaction. Given natural language instructions, the system first constructs structured scene representations using LLMs, and then optimizes spatial layouts via reinforcement learning under geometric and semantic constraints. The generated environments are deployed in a virtual reality setting to facilitate HRI-in-the-loop, where user interactions provide continuous feedback to align generated content with human perception and usability. By tightly coupling generation and interaction, the proposed framework enables more responsive, adaptive, and realistic multimedia experiences. Experiments on the ALFRED benchmark demonstrate state-of-the-art performance in task-based scene generation. Furthermore, qualitative results and user studies show consistent improvements in immersion, interaction quality, and task efficiency, highlighting the importance of closed-loop integration of generation and interaction for next-generation multimedia systems. Our project page can be found at https://proj-showcase.github.io/h3ds/.
Anh H. Vo, Sungyo Lee, Phil-Joong Kim +2
May 6, 2026cs.AI

Reward-Decomposed Reinforcement Learning for Immersive Video Role-Playing

Text-based role-playing models can imitate character styles, but often fail to capture scene atmosphere and evolving tension, which are crucial for immersive applications such as VR games and interactive narratives. We study video-grounded role-playing dialogue and introduce EBM-RL (Eye--Brain--Mouth Reinforcement Learning), a decoupled GRPO-based framework that separates observation (<perception>), reasoning (<think>), and utterance generation (<answer>). This design mimics the human See-Think-Speak process, enabling the model to ground dialogue in visual perception before reasoning and response generation. To optimize this See-Think-Speak process, EBM-RL integrates complementary rewards for scene--text alignment, perceptual--cognitive utility, answer faithfulness, and format consistency. Extensive experiments show that EBM-RL substantially outperforms text-only role-playing baselines and larger-scale vision-language models on our immersive role-playing benchmark, improving both visual-atmosphere consistency and character authenticity. Moreover, EBM-RL demonstrates strong zero-shot transfer to out-of-domain VideoQA benchmarks without additional fine-tuning. We also release an open-source dataset for video-grounded role-playing dialogue.
Miao Wang, Yuling Shi, Yijiang Li +8
Apr 30, 2026cs.LG

Introducing WARM-VR: Benchmark Dataset for Multimodal Wearable Affect Recognition in Virtual Reality

With the growing integration of human-computer interaction into everyday life, advances in machine learning have enabled systems to better perceive and respond to users' emotional states. Most existing affect recognition datasets focus on static environments, limiting their applicability to immersive multimedia contexts such as Virtual Reality (VR). In this paper, we introduce WARM-VR, a novel publicly available multimodal dataset designed to support affect recognition in immersive, multisensory environments using wearable sensing instrumentation. Data were collected from 31 participants aged 19-37 using wearable sensors: a wristband measuring Blood Volume Pulse (BVP), EDA, skin Temperature, three-axis Acceleration, and a chest strap recording ECG signals. Participants engaged in immersive VR experiences designed to elicit relaxation through a calming beach environment following stress induction via an arithmetic task. These sessions incorporated synchronized multimedia stimuli: visual, auditory, and olfactory. Affective states were assessed subjectively through validated self-report questionnaires and objectively through the analysis of physiological measurements. Statistical analysis of the questionnaires confirmed that VR relaxation significantly reduced negative affect, particularly with olfactory enhancement. Furthermore, we established a benchmark on the dataset using widely recognized machine learning algorithms. The best performance for binary classification from BVP data of valence, was obtained with a CNN and a CNN-Bi-GRU model, both achieving an average F1-score of 0.63 and an AUC of 0.69. For arousal, a lightweight Transformer architecture provided the most balanced results (F1-0 0.54 and F1-1 0.63), outperforming recurrent hybrids. In the relaxation task, a CNN-Bi-GRU model reached the highest overall performance (average F1-score 0.64, AUC 0.69).
Karim Alghoul, Faisal Mohd, Fedwa Laamarti +2
Apr 29, 2026cs.CV

Virtual-reality based patient-specific simulation of spine surgical procedures: A fast, highly automated and high-fidelity system for surgical education and planning

Surgical training involves didactic teaching, mentor-led learning, surgical skills laboratories, and direct exposure to surgery; however, increasing clinical pressures have limited operating room (OR) exposure. This work leverages virtual reality (VR) to provide a safe and immersive training environment. Existing VR training is often based on standardized scenarios not tailored to individual clinical cases. This study addresses this limitation using artificial intelligence (AI) based computer vision methods to generate patient-specific simulations from computed tomography (CT) and magnetic resonance imaging (MRI). This study focuses on patient-specific spinal decompression simulation for spinal stenosis in a virtual operating room. The objectives were (1) automatic creation of 3D anatomical models and (2) VR simulation of spinal decompression procedures including laminectomy, disc resection, and foraminotomy. Model construction required multimodal fusion (registration) of CT and MRI and segmentation of relevant structures. Segmentation was evaluated using the Dice Similarity Coefficient (DSC), and registration accuracy using Target Registration Error (TRE). Qualitative feedback was obtained from surgeons and trainees. High-fidelity patient-specific 3D models were generated efficiently (approximately 2.5 minutes per case, N = 15). Segmentation accuracy was high, with a DSC of 0.95 (+/- 0.03) for vertebral bone and 0.895 (+/- 0.02) for soft tissue structures. Registration accuracy showed a mean TRE of 1.73 (+/- 0.42) mm. Semi-structured interviews indicated improved spatial understanding, increased procedural confidence, and strong perceived educational value. This platform significantly reduced the time and costs of patient-specific modelling, thereby facilitating pre-operative planning, post-procedural assessments, and comprehensive surgical simulation.
Raj Kumar Ranabhat, Tayler D Ross, Tony Jiao +3
Apr 24, 2026cs.HC

Point & Grasp: Flexible Selection of Out-of-Reach Objects Through Probabilistic Cue Integration

Selecting out-of-reach objects is a fundamental task in mixed reality (MR). Existing methods rely on a single cue or deterministically fuse multiple cues, leading to performance degradation when the dominant cue becomes unreliable. In this work, we introduce a probabilistic cue integration framework that enables flexible combination of multiple user-generated cues for intent inference. Inspired by natural grasping behavior, we instantiate the framework with pointing direction and grasp gestures as a new interaction technique, Point&Grasp. To this end, we collect the Out-of-Reach Grasping (ORG) dataset to train a robust likelihood model of the gestural cue, which captures grasping patterns not present in existing in-reach datasets. User studies demonstrate that our selection method with cue integration not only improves accuracy and speed over single-cue baselines, but also remains practically effective compared to state-of-the-art methods across various sources of ambiguity. The dataset and code are available at https://github.com/drlxj/point-and-grasp.
Xuejing Luo, Hee-Seung Moon, Christian Holz +1
Apr 21, 2026cs.CV

TransSplat: Unbalanced Semantic Transport for Language-Driven 3DGS Editing

Language-driven 3D Gaussian Splatting (3DGS) editing provides a more convenient approach for modifying complex scenes in VR/AR. Standard pipelines typically adopt a two-stage strategy: first editing multiple 2D views, and then optimizing the 3D representation to match these edited observations. Existing methods mainly improve view consistency through multi-view feature fusion, attention filtering, or iterative recalibration. However, they fail to explicitly address a more fundamental issue: the semantic correspondence between edited 2D evidence and 3D Gaussians. To tackle this problem, we propose TransSplat, which formulates language-driven 3DGS editing as a multi-view unbalanced semantic transport problem. Specifically, our method establishes correspondences between visible Gaussians and view-specific editing prototypes, thereby explicitly characterizing the semantic relationship between edited 2D evidence and 3D Gaussians. It further recovers a cross-view shared canonical 3D edit field to guide unified 3D appearance updates. In addition, we use transport residuals to suppress erroneous edits in non-target regions, mitigating edit leakage and improving local control precision. Qualitative and quantitative results show that, compared with existing 3D editing methods centered on enhancing view consistency, TransSplat achieves superior performance in local editing accuracy and structural consistency.
Yanhui Chen, Jiahong Li, Jingchao Wang +3
Apr 19, 2026cs.CR

Privatar: Scalable Privacy-preserving Multi-user VR via Secure Offloading

Multi-user virtual reality enables immersive interaction. However, rendering avatars for numerous participants on each headset incurs prohibitive computational overhead, limiting scalability. We introduce a framework, Privatar, to offload avatar reconstruction from headset to untrusted devices within the same local network while safeguarding attacks against adversaries capable of intercepting offloaded data. Privatar's key insight is that domain-specific knowledge of avatar reconstruction enables provably private offloading at minimal cost. (1) System level. We observe avatar reconstruction is frequency-domain decomposable via BDCT with negligible quality drop, and propose Horizontal Partitioning (HP) to keep high-energy frequency components on-device and offloads only low-energy components. HP offloads local computation while reducing information leakage to low-energy subsets only. (2) Privacy level. For individually offloaded, multi-dimensional signals without aggregation, worst-case local Differential Privacy requires prohibitive noise, ruining utility. We observe users' expression statistical distribution are slowly changing over time and trackable online, and hence propose Distribution-Aware Minimal Perturbation. DAMP minimizes noise based on each user's expression distribution to significantly reduce its effects on utility, retaining formal privacy guarantee. Combined, HP provides empirical privacy against expression identification attacks. DAMP further augments it to offer a formal guarantee against arbitrary adversaries. On a Meta Quest Pro, Privatar supports 2.37x more concurrent users at 6.5% higher reconstruction loss and 9% energy overhead, providing a better throughout-loss Pareto frontier over quantization, sparsity and local construction baselines. Privatar provides both provable privacy guarantee and stays robust against both empirical and NN-based attacks.
Jianming Tong, Hanshen Xiao, Krishna Kumar Nair +5
Apr 18, 2026cs.HC

Lightweight Cybersickness Detection based on User-Specific Eye and Head Tracking Data in Virtual Reality

The occurrence of cybersickness in virtual reality (VR) significantly impairs users' perception and sense of immersion. Therefore, timely detection of cybersickness and the application of appropriate intervention strategies are crucial for enhancing the user experience. However, existing cybersickness detection methods often suffer from issues such as poor detection reliability across different levels of cybersickness and unnecessary model complexity. Furthermore, while cybersickness exhibits significant inter-user variability, most existing approaches aggregate all data from users and lack user-specific solutions. In this paper, we investigate a lightweight approach for cybersickness detection incorporating an ensemble learning model and user-specific eye and head tracking data. Our experiments using the open-source dataset Simulation 2021 demonstrate that feature engineering and training set construction are critical for determining detection performance. Models trained with data from similar-content segments achieve the best results, attaining detection accuracies of 93% in the cross-user setting and 88% in the user-personalized setting, using only 23-dimensional eye and head features. Moreover, by using user-specific data, well-tuned ensemble learning models with shorter training and inference times can be feasibly applied to real-world cybersickness detection, offering superior time efficiency and outstanding detection performance. This work offers useful evidence toward the development of lightweight and user-adaptive cybersickness detection models for VR applications.
Yijun Wang, Mihai Bâce, Maria Torres Vega
Mar 26, 2026cs.RO

Visualizing Impedance Control in Augmented Reality for Teleoperation: Design and User Evaluation

Teleoperation for contact-rich manipulation remains challenging, especially when using low-cost, motion-only interfaces that provide no haptic feedback. Virtual reality controllers enable intuitive motion control but do not allow operators to directly perceive or regulate contact forces, limiting task performance. To address this, we propose an augmented reality (AR) visualization of the impedance controller's target pose and its displacement from each robot end effector. This visualization conveys the forces generated by the controller, providing operators with intuitive, real-time feedback without expensive haptic hardware. We evaluate the design in a dual-arm manipulation study with 17 participants who repeatedly reposition a box with and without the AR visualization. Results show that AR visualization reduces completion time by 24% for force-critical lifting tasks, with no significant effect on sliding tasks where precise force control is less critical. These findings indicate that making the impedance target visible through AR is a viable approach to improve human-robot interaction for contact-rich teleoperation.
Gijs van den Brandt, Femke van Beek, Elena Torta
Feb 6, 2026cs.LG

Hybrid Feedback-Guided Optimal Learning for Wireless Interactive Panoramic Scene Delivery

Immersive applications such as virtual and augmented reality impose stringent requirements on frame rate, latency, and synchronization between physical and virtual environments. To meet these requirements, an edge server must render panoramic content, predict user head motion, and transmit a portion of the scene that is large enough to cover the user viewport while remaining within wireless bandwidth constraints. Each portion produces two feedback signals: prediction feedback, indicating whether the selected portion covers the actual viewport, and transmission feedback, indicating whether the corresponding packets are successfully delivered. Prior work models this problem as a multi-armed bandit with two-level bandit feedback, but fails to exploit the fact that prediction feedback can be retrospectively computed for all candidate portions once the user head pose is observed. As a result, prediction feedback constitutes full-information feedback rather than bandit feedback. Motivated by this observation, we introduce a two-level hybrid feedback model that combines full-information and bandit feedback, and formulate the portion selection problem as an online learning task under this setting. We derive an instance-dependent regret lower bound for the hybrid feedback model and propose AdaPort, a hybrid learning algorithm that leverages both feedback types to improve learning efficiency. We further establish an instance-dependent regret upper bound that matches the lower bound asymptotically, and demonstrate through measurements on an end-to-end testbed that AdaPort outperforms state-of-the-art learning-based baselines as well as the heuristic minimum scene delivery scheme.
Xiaoyi Wu, Juaren Steiger, Bin Li +1
Feb 4, 2026cs.CV

SalFormer360: a transformer-based saliency estimation model for 360-degree videos

Saliency estimation has received growing attention in recent years due to its importance in a wide range of applications. In the context of 360-degree video, it has been particularly valuable for tasks such as viewport prediction and immersive content optimization. In this paper, we propose SalFormer360, a novel saliency estimation model for 360-degree videos built on a transformer-based architecture. Our approach is based on the combination of an existing encoder architecture, SegFormer, and a custom decoder. The SegFormer model was originally developed for 2D segmentation tasks, and it has been fine-tuned to adapt it to 360-degree content. To further enhance prediction accuracy in our model, we incorporated Viewing Center Bias to reflect user attention in 360-degree environments. Extensive experiments on the three largest benchmark datasets for saliency estimation demonstrate that SalFormer360 outperforms existing state-of-the-art methods. In terms of Pearson Correlation Coefficient, our model achieves 8.4% higher performance on Sport360, 2.5% on PVS-HM, and 18.6% on VR-EyeTracking compared to previous state-of-the-art.
Mahmoud Z. A. Wahba, Francesco Barbato, Sara Baldoni +1
Apr 24, 2025cs.HC

Exploring Context-aware and LLM-driven Locomotion for Immersive Virtual Reality

Locomotion plays a crucial role in shaping the user experience within virtual reality environments. In particular, hands-free locomotion offers a valuable alternative by supporting accessibility and freeing users from reliance on handheld controllers. To this end, traditional speech-based methods often depend on rigid command sets, limiting the naturalness and flexibility of interaction. In this study, we propose a novel locomotion technique powered by large language models (LLMs), which allows users to navigate virtual environments using natural language with contextual awareness. We evaluate three locomotion methods: controller-based teleportation, voice-based steering, and our language model-driven approach. Our evaluation combines eye-tracking data analysis, including exploratory explainable machine learning analysis with SHAP, and standardized questionnaires (SUS, IPQ, CSQ-VR, NASA-TLX) to examine user experience through both objective gaze-based measures and subjective self-reports of usability, presence, cybersickness, and cognitive load. Our findings show no statistically significant differences in usability, presence, or cybersickness between LLM-driven locomotion and established methods such as teleportation, suggesting its potential as a viable, natural language-based, hands-free alternative. In addition, eye-tracking analysis revealed patterns suggesting tendency toward increased user attention and engagement in the LLM-driven condition. Complementary to these findings, exploratory SHAP analysis revealed that fixation, saccade, and pupil-related features vary across techniques, indicating distinct patterns of visual attention and cognitive processing. Overall, we state that our method can facilitate hands-free locomotion in virtual spaces, especially in supporting accessibility.
Suleyman Ozdel, Kadir Burak Buldu, Enkelejda Kasneci +1
Jul 23, 2024cs.RO

On the Use of AI-Driven Immersive Digital Technologies for Designing and Operating UAVs

Uncrewed Aerial Vehicles (UAVs) offer agile, cost-effective, and efficient solutions for communication relay networks. However, their modeling and control are challenging, and the mismatch between simulations and actual conditions limits real-world deployment; while maintaining adequate situational awareness remains essential for safe operation. Several studies have proposed integrating the operation of UAVs with immersive digital technologies such as Digital Twin (DT) and Extended Reality (XR) to overcome these challenges. This paper provides a comprehensive overview of the latest research and developments involving immersive digital technologies for UAVs. We explore the use of Machine Learning (ML) techniques, particularly Deep Reinforcement Learning (DRL), to improve the capabilities of DT for UAV systems, and present a case study of a DT-driven DRL pipeline that couples bidirectional physical-digital synchronisation with online recursive least-squares channel calibration for UAV resource allocation. We identify and discuss key research gaps, and propose countermeasures based on Generative AI (GAI), emphasizing the significant role of AI in advancing DT technology for UAVs. Furthermore, we review and discuss how XR technology can transform UAV operations with the support of GAI, and examine its practical challenges. Finally, we propose future research directions to further develop the application of immersive digital technologies for UAV operation.
Yousef Emami, Mohammadhossein Homaei, Miguel Gutierrez Gaitan +2