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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>XR-Enabled Immersive Training for Industry 5.0: The XRTwinScape Platform</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andrea Amorosini</string-name>
          <email>aamorosini@unisa.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dario De Maio</string-name>
          <email>d.demaio16@studenti.unisa.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giada Migliaccio</string-name>
          <email>gmigliaccio@fmtsexperience.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniele Monaco</string-name>
          <email>danielemonaco85@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Angela Pellegrino</string-name>
          <email>mapellegrino@unisa.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vittorio Scarano</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carmine Spagnuolo</string-name>
          <email>cspagnuolo@unisa.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Immacolata Stizzo</string-name>
          <email>istizzo@fmtsgroup.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>FMTS Group, Viale Leonardo Da Vinci</institution>
          ,
          <addr-line>17/A, 84098 Pontecagnano Faiano, Salerno</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Picaresque SRL</institution>
          ,
          <addr-line>Via Filippo Saporito, 54, 81031 Aversa, Caserta</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Università degli Studi di Salerno</institution>
          ,
          <addr-line>via Giovanni Paolo II, 132, 84084 Fisciano, Salerno</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <abstract>
        <p>Immersive eXtended Reality (XR) ofers a powerful solution to the challenges of vocational education: limited lab access, heterogeneous skill levels, and low engagement. The XRTwinScape platform addresses these challenges by streamlining the creation of photo-realistic digital twins from simple smartphone captures using Gaussian splatting, integrating spatially anchored multimedia annotations, delivering adaptive XR lessons linked to real-time learner analytics. In this paper, we introduce XRTwinScape's architecture, interface and interaction mechanism, and analyze its educational impact through a pedagogical lens and a pilot use case course (Industrial Electrician training). Our findings show that XR pre -lab simulations boost familiarity, equalize baseline skills, and increase learner confidence, aligning with the human-centered goals of Industry 5.0.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;eXtended Reality</kwd>
        <kwd>Digital Twin</kwd>
        <kwd>Vocational Training</kwd>
        <kwd>Industry 5</kwd>
        <kwd>0</kwd>
        <kwd>Pedagogical scenarios</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Vocational education in industrial domains often faces three core challenges: learners lack access
to specialized labs or equipment [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], incoming cohorts present widely varying prior skills, and fully
online courses sufer from low engagement and poor retention [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Immersive eXtended Reality (XR)
can address these by delivering realistic virtual laboratories accessible remotely, increasing emotional
engagement and knowledge assimilation [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]. However, existing commercial digital-twin solutions
(e.g., Matterport1, Cupix2) require expensive hardware or extensive manual processing, limiting uptake
by small and medium-sized training providers.
      </p>
      <p>The XRTwinScape project overcomes these barriers with a streamlined, cloud-native pipeline:
instructors or trainers record video of a physical workspace on a standard smartphone, a server-side
Gaussian-splatting workflow reconstructs a navigable 3D environment within hours, trainers then
author XR lessons by placing spatial annotations (text, images, audio, video) through a web-based
editor, finally, learners engage in adaptive Virtual Reality (VR) simulations where tasks progress as
annotations are reviewed. By enabling a pre-lab stage, XRTwinScape standardizes baseline familiarity:
every learner experiences the same virtual orientation before hands-on practice and frees instructors
to focus on higher-order skills. A preliminary assessment has been performed within an Industrial
Electrician course, reporting encouraging results.</p>
      <p>The remainder of the paper explores the details of the XRTwinScape platform (Section 2), presents
its pedagogical impact through an industrial pilot study (Section 3) within the XR2Learn’s educational
framework, and concludes with a discussion of key findings and future directions (Section 4).</p>
    </sec>
    <sec id="sec-2">
      <title>2. XRTwinScape Platform</title>
      <p>
        At the heart of XRTwinScape lies an end-to-end workflow (visible in Figure 1) designed to simplify
digital twin creation and XR lesson delivery. The platform is open-source and its source code is
publicly available on a GitHub repository3. The process begins when a user uploads a video of a real
workshop. This video triggers an automated pipeline, orchestrated by Celery4 and Redis5, which extracts
high-quality frames and runs a modern Structure-from-Motion algorithm (mast3r_sfm6) to estimate
camera poses. These outputs feed into Splatfacto/W [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], a Gaussian-splatting library that produces
an eficient volumetric representation of the scene. All processing occurs in a GPU -enabled Docker
container exposed via a FastAPI interface, ensuring that even complex environments are reconstructed
in under four hours on commodity hardware with an NVIDIA RTX 4060 GPU and 32 GB RAM.
3GitHub repository: https://github.com/isislab-unisa/XRTwinScape
4Celery: https://docs.celeryq.dev/en/stable
5Redis: https://redis.io
6Mast3r: https://github.com/naver/mast3r
Interface and Interaction Mode. The Django-based Dashboard (visible in Figure 2) shows the
digital twin creation status allowing trainers to monitor progress. The XRTwinScape Editor then
provides a web interface in which instructors can navigate the digitized virtual work environment
using familiar mouse and keyboard controls. On a contextual sidebar, they can insert spatially anchored
annotations, selecting content types (text, image, audio, video), defining activity sequencing, and even
specifying variant content tailored to diferent expertise levels. The variant mechanism, driven by the
XR2Learn Personalization Enabler, allows beginner learners to view simplified diagrams or step -by-step
videos, while advanced users see concise technical notes, all within the same lesson file.
      </p>
      <p>Finally, the Player applications deliver these lessons either through a web browser (as visible in
Figure 3) or a Meta Quest 3 headset. In VR mode, head and hands movement data stream in real time
to the centralized Artificial Intelligence (AI)-based XR2Learn Personalization Enabler. Based on head
and hands movements of the trainee, the enabler dynamically adjusts forthcoming activities, selecting
appropriate content variants and modulating dificulty. We observed that both an unusually high
number of interactions with the annotations and very limited interaction could reflect boredom or
frustration, suggesting a possible misalignment in task dificulty. In the Industrial Electrician pilot, for
example, revisiting an annotation containing a detailed specification of an electrical switch may result
in it being replaced with a simplified variant that highlights core functionality rather than technical
detail. This helps trainees grasp the basics before progressing to the full specification. Whether accessed
on a PC or in immersive mode, learners experience a guided, adaptive journey through the digital twin,
seamlessly progressing from one activity to the next as they engage with each annotation.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Pedagogical Impact and Industrial Pilot</title>
      <p>
        XR2Learn’s educational framework7 highlights the importance of combining immersive technology
with efective teaching methods. The sequencing of activities emphasises orientation, guided practice
and transfer in order to reduce cognitive load and support mastery. Meanwhile, multimodal annotations
(labels, images, audio and video) aid recognition and procedural memory. In vocational training, XR
ofers a unique blend of realism and safety, allowing learners to rehearse operational procedures, such
as wiring electrical panels or configuring machinery, in a consequence -free environment. This pre-lab
familiarization not only accelerates the initial learning curve but also fosters a uniform starting point
for all participants, regardless of their prior experience. Empirical studies [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] involving 238 university
students show the VR/AR hybrid significantly enhances learning and accommodates diverse learning
styles, improving outcomes and highlighting its potential for broader integration into the curriculum.
Learners trained with VR were up to 4 times faster to train than in the classroom and 275% more
confident in applying what they learned [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], demonstrating how immersive technology enhances both
learning speed and depth.
      </p>
      <p>
        The Industrial Electrician course exemplifies these pedagogical gains. Before entering a physical lab
(visible in Figure 4), 60 trainees explore a virtual laboratory rendered by XRTwinScape8. During the
Industrial Electrician pilot, XRTwinScape will be deployed to the trainees in the form of a 20–40 minute
VR pre-lab, followed by an instructor-led practical lesson. Evaluation will be based on a combination of
pre- and post-questionnaires (assessing self-eficacy, usability and engagement), instructor observations
and in-VR logs (annotation completion, time spent on the task and error events), in order to triangulate
subjective and objective outcomes. At the start of the immersive lesson, participants locate the personal
protective equipment and inspect the control panels. They are guided through this process by embedded
annotations that explain the safety protocols and circuit schematics. This virtual orientation ensures that
every learner arrives at the hands-on session with the same foundational knowledge, efectively bridging
the gap between novices and those with electrical backgrounds. Formative assessment takes place
within the VR environment itself: learners must interact with all target annotations, such as identifying
the main breaker and reading its label, before unlocking subsequent tasks. The VR environment is good
for perfecting work procedures or routines [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Beyond the electrician scenario, the pedagogical insights generalize across industrial training: XR
pre-lab simulations scafold learning experiences, promote equitable skill progression, and cultivate
learner confidence. XR is also a highly scalable technology that can be used to develop soft skills,
which are increasingly crucial for all professions, both industrial and non-industrial; in fact, it is
also applied in a training path dedicated to enhancing problem-solving and decision-making skills.
By continuously adapting to individual performance through the XR2Learn Personalization Enabler,
XRTwinScape ensures that each trainee confronts challenges aligned with their evolving expertise [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
This combination of technological innovation and instructional design is in line with Industry 5.0’s
human-centric ethos. It promotes technical competence, learner agency and engagement.
7The XR2Learn Educational Framework: https://github.com/XR2Learn/.github/wiki/The-XR2Learn-Educational-Framework
8A demo of the virtual laboratory for the Industrial Electrician course is freely accessible at https://drive.google.com/file/d/
1YXOzhMOT4VK2YLxL6MCZFOlId4_opA71/view
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion, Limitations, and Future Directions</title>
      <p>XRTwinScape demonstrates that XR-enabled digital twins can transform vocational training for
Industry 5.0. By lowering technical barriers (smartphone capture, cloud-based Gaussian-splatting, intuitive
authoring) smaller institutions can create engaging, adaptive VR lessons at scale. Pedagogically, XR
pre-lab experiences standardize learner readiness, boost engagement, and build confidence, as evidenced
in the Industrial Electrician use case. We will integrate and compare lessons produced with
XRTwinScape into conventional (non-XR) courses in order to evaluate real-world adoption. We will perform the
assessment the impact through validated questionnaires targeting the following dimensions: learning
outcomes, learner engagement and motivation, perceived usability and cognitive load, and self-reported
transfer of skills to workplace tasks. We acknowledge the current limitations that could impact the wider
use and replication of the technology, such as the varying familiarity with XR devices among trainees
and trainers, the risk of motion sickness, and the lack of standardised evaluation protocols. These issues
will be addressed in our ongoing work. As part of the long-term study, the work on XRTwinScape will
continue over the next year, with the refinement of the pipeline and the personalization algorithms, we
will then conduct controlled studies on long-term skill retention in various courses. Future work will
extend XRTwinScape to other sectors: real estate, entertainment, cultural heritage.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>XRTwinScape is an Open Call 2 winner of the XR2Learn European Project. XR2Learn has received
funding from the European Union’s Horizon Research and Innovation programme under grant
agreement Nº 101092851. This communication reflects the views only of the authors, and the Commission
cannot be held responsible for any use which may be made of the information contained therein.</p>
    </sec>
    <sec id="sec-6">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the author(s) used Chat-GPT in order to: Grammar and spelling
check. After using these tool(s)/service(s), the author(s) reviewed and edited the content as needed and
take(s) full responsibility for the publication’s content.</p>
    </sec>
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