This study aims at comparing three assembly training
applications based on different XR technologies characterized
by different degrees of immersion (i.e., an MR application based
on Hololens 2, a desktop AR application and a digital handbook
visualized on a monitor). A total of 54 subjects, recruited
among students and personnel of Universit`a Politecnica delle
Marche, have been involved. They were assigned to 3 groups
age and gender matching. Each group is asked to complete the
training related to the assembly of a Lego commercial set (i.e.,
LEGO 10593), using one of the three considered applications.
Results allows us to observe the effects of the immersion on the
recall performances, assessed in terms of recall completion time,
assembly mistakes, picking mistakes and sequence mistakes.