## 1 Introduction
In this regard, different scientific contributions demonstrated that MR provides excellent support for rehabilitation sessions, helping to alleviate pain and reduce muscle fatigue [21; 22]. This is particularly beneficial for patients undergoing long-term rehabilitation, as it can improve their overall experience and outcomes. Additionally, MR technology can offer immersive and engaging environments that motivate patients to persist with their therapy, ultimately leading to more effective and efficient recovery processes [23; 24]. Considering the recent technological advancements of MR systems in terms of software and hardware integration, it is possible to imagine how the integration of additional multisensory feedback could be used to replicate real training and learning scenarios,and to induce same kind of reactions. But what about user perception and cognition? Could this multisensory integration be able to generate a simulated training and learning environment, able to mimic the same kind of perception (i.e., embodiment [25]) that the user would experience in a physical place, with the final aim to elicit, and so learn how to manage eventual risky behaviors, inducing thus an effective training and learning? In this regard, the existing scientific literature shows opposite findings. For example, some studies show that healthy users can sense increased cognitive load when first using MR technology [26; 27], while other studies have indicated that gender differences may influence perceived workload during MR use, as males prioritized virtual tasks, whereas females prioritized virtual and physical tasks equally [28]. Despite these initial challenges, other research suggests that both MR and VR technologies generally enhance attention and cognitive functions [29; 30]. Considering these findings, the perception of the technology employed appears crucial to humans' attention and cognitive load. Therefore, the concept of embodiment becomes central in understanding these effects. Previous scientific works [25; 31; 32; 33] referred to the concept of embodiment as the sense of presence. More recently, the concept of embodiment was proposed also as the combination of three principal components: the sense of self-location (SoL), the sense of ownership (SoO), and the sense of agency (SoA) [34]. These contributions described the diverse perception of the body (SoO), the space in which the body is located (SoL), and the experience of recognizing oneself as the agent of certain actions (SoA). Indeed, such an approach would provide more specificity to the embodiment characterization, even if it must be noted that, at the best of our knowledge, the above-mentioned three principal components were not characterized by neurophysiological models, but only through subjective and behavioral measurements [35; 36; 37]. For this reason, the neurophysiological features related to the embodiment variations that emerged from the present review will be discussed in terms of transversal embodiment characterization. In general, research indicates that more sophisticated simulations (higher immersion) result in increased presence. Such a concept has been widely studied in virtual environments and has demonstrated a significant impact on user experience. However, evaluating embodiment poses a complex challenge. Typically, studies assessing different degrees of immersion find higher presence in more immersive MR systems compared to less sophisticated setups. In this regard, embodiment has been traditionally assessed through questionnaires and behavioral parameters, providing a subjective evaluation of the user experience [38]. However, these methods may be limited by their subjectivity and lack of objectivity. In fact, the employment of subjective-based approaches is susceptible to bias and inaccuracies inherent in human perception and interpretation [8; 39; 40; 41].