## 3 Market Research: Current State of Immersive Technologies in Industrial Design
### Available Resources of Immersive Tools for Industrial Design
#### 3.2.1 Hardware Analysis for Immersive Design  
The effective implementation of immersive technologies in industrial design depends to a large extent on the type of hardware used. Hardware represents the essential physical component for conducting design activities in immersive environments. The development of these devices has been characterised by improvements in visual performance, the accuracy of motion sensors, and comfort during extended use. The quality of the experience in product design is defined by the following parameters: visual fidelity, or the precision in image reproduction (including spatial resolution, colour depth, contrast, and field of view); latency, understood as the time delay between the user's action and the visual response projected through the headset; and tracking capability, meaning the accuracy and speed with which the system detects and replicates user movements. These parameters, respectively, enable detailed and realistic product representation, ensure precise manipulation while reducing motion sickness, and allow for observation of the product from multiple angles or interaction through subtle gestures. In the context of industrial design, it is also essential that these devices ensure spatial accuracy, interoperability with design software, and ergonomic features adapted to long working sessions. The selection of the included immersive devices was based on their direct applicability to industrial design (Table 4). Those enabling sketching, modelling, and prototype validation in immersive environments were considered. Priority was given to equipment compatible with a specialised software, with established presence in the international market, and with documented real-world use cases. Devices representative of the three fundamental technology categories were included (RV, RA, and RM). The analysis was conducted distinguishing connection types--wireless and wired. In addition, other complementary tools were incorporated to improve the design accuracy. Wired systems require direct connection to a high-performance computer. This enables the execution of demanding applications and ensures superior graphical quality, minimal latency, and advanced tracking capabilities. However, this configuration limits user mobility and requires a more complex physical infrastructure. Such systems are suitable for advanced simulation applications, technical product evaluation, and high-resolution CAD visualisation. Generally, these devices enable the designer to interact with the virtual model in a richer and more detailed manner, simulating pressure, textures, or resistance. For products requiring ergonomic validation, functional assessment, or accessibility testing, these technologies considerably expand the possibilities of immersive design. For concept  
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tual product design, VR styluses that improve point selection accuracy are particularly useful [89]. The first commercial VR systems, such as the HTC Vive (2016) and Oculus Rift (2016), featured wired connections. These devices offered excellent visual quality and accuracy but exhibited some limitations in mobility, ease of installation, and cost. Consequently, their use was restricted to advanced industrial or academic environments. Over time, a shift towards wireless connections has occurred. This transition began with the release of Oculus Quest (2019) and was consolidated with its successors Meta Quest 2 (2020) and Meta Quest 3 (2023). These devices integrate the processor, battery, and inside-out tracking system, allowing users to move freely without external sensors or cables. This trend has been accompanied by a considerable reduction in cost. There is a wide price range between early wired devices and the latest wireless models. Increased hardware accessibility has been essential for the expansion of immersive technologies beyond exclusively industrial settings. From a technical perspective, devices have evolved from VR to the integration of AR and MR.