“…In addition, these technologies are also associated with organizational hazards, mainly related to the varying lighting conditions of the workplace, which may cause, for instance, eye dryness [56], glare damages [59], and visual discomfort due to the need to adjust to the different light levels [56]. As far as organizational hazards are concerned, the extended use AR and VR devices may lead to discomfort [55,56,60], eye fatigue [45,55,56,[58][59][60], nausea, dizziness, disorientation, motion sickness, headache [10,25,29,30], social isolation [35,61,62], increased heartbeat and breathing rate [58], as well as gastric damage [58,63], damages caused by distraction [45,54,58,64] and unpredictable long-term musculoskeletal consequences [56,64]. Furthermore, the significant information load may lead to damages caused by cognitive overload [59,[64][65][66]; screen latency, i.e., the difference between the operator's head movement and the image display on the screen, may provoke headaches [55,57,58]; while the overlap between virtual images and real objects may cause eye fatigue due to the different focal lengths [56,58].…”