## 3 Results
### Scientific Mapping
#### 3.2.3 Hardware
Although the cost of the equipment is still relatively expensive and technical restrictions remain, the price of this equipment has been lowering year after year, technological constraints have improved, and new features have been introduced, leading to a rise in the adoption of head-mounted displays [19]. Before head-mounted displays became more popular, the CAVEs equipment was the most extensively used apparatus. CAVES, on the other hand, are costly, have a poor immersion, and are not particularly portable; therefore, they tend to be supplanted by head-mounted displays. CAVEs were still used in two articles that have been examined; however, one of them was published in 2017, shortly after the significant increase in head-mounted display releases in 2016 [35]. These assumptions are supported by [30], which found that in 2022, 28 percent of presentations used a virtual reality system, whereas just 4 percent used a CAVE setting. Among the studies that used head-mounted displays, the HTC VIVE was the most frequently mentioned model, significantly ahead of the second most frequently cited model, the Oculus Rift. HTC VIVE is a virtual reality headset comprising a head-mounted display, two wireless handheld controllers, and two lighthouse base stations that generate pulsed infrared lasers. It allows the user to roam about in a 3D environment and interact with it using motion-tracked handheld controllers. The VIVE system contains two 1080 \(\times\) 1200 resolution panels, one for each eye. Furthermore, the headger and controllers have 70 infrared sensors, a gyroscope, and an accelerometer. These sensors, together with the two lighthouses, follow the operator's movements with millimeter accuracy. SteamVR, which runs on Microsoft Windows, is the operating system. A USB connection attaches the VIVE system to the computer [39]. Figure 13 is an example of a study that used HTC VIVE head-mounted displays and Leap Motion optical tracking. Other head mounted-displays models were mentioned, but they are much less prevalent than the HTC VIVE. A frequent device combination was head-mounted display with motion capture. This is consistent with the findings in [30], that motion capture is the most common method for manipulating the manikin. Microsoft Kinect and Vicon were the most often utilized motion capture models. Both models were used in a comparable number of studies; however, the Vicon model was used twice by the same researcher in two distinct articles, and a wider range of researchers utilized the Kinect model. Because sensing in single postures while handling the virtual object is currently inadequate, motion capture devices, such as Kinect sensors, are utilized to supplement detection of virtual world players and to reduce occlusion problems [40]. Other hardware with specialized functions was identified. Refs. [7; 39] detect body movements via inertial measurement unit (IMU) sensors, which are subsequently converted into equivalent orientation changes in the virtual environment for posture analysis. A wide range of gadgets, including sound systems, heart rate monitors, haptic devices, body trackers, robots, and 3D printing (as shown in Figure 14), were only mentioned in one study; therefore, these were categorized as \"Other\". Table 1 lists the hardware specified in each of the articles reviewed.