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Nowadays, Virtual Reality (VR) and Augmented Reality (AR) systems are not exclusively associated with the gaming industry. Their potential is also useful for other business areas such as healthcare, automotive, and educational domains. Companies need to accompany technological advances and enhance their business processes and thus, the adoption of VR or AR technologies could be advantageous in reducing resource usage or improving the overall efficiency of processes. However, before implementing these technologies, companies must be aware of potential cyberattacks and security risks to which these systems are subject. This study presents a survey of attacks related to VR and AR scenarios and their risk assessment when considering healthcare, automation, education, and gaming industries. The main goal is to make companies aware of the possible cyberattacks that can affect the devices and their impact on their business domain.
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Silva et al. (2023) studied this question.
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