User Experience in Virtual Environments

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Computing and Artificial Intelligence".

Deadline for manuscript submissions: closed (20 February 2024) | Viewed by 7816

Special Issue Editors

Faculty of Electrical Engineering, University of Ljubljana, 1000 Ljubljana, Slovenia
Interests: XR; user experience; interactions; multimedia; ICT
Institute of Design & Communication, FH JOANNEUM, Alte Poststrasse 152, 8020 Graz, Austria
Interests: multimedia; interaction design; innovative learning; UX
Department of Mechanical and Control Engineering, Faculty of Engineering, Kyushu Institute of Technology, 1 Sensuicho, Tobata Ward, Kitakyushu, Fukuoka 804-0015, Japan
Interests: multimedia; UX; AI; robotics; image processing
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Special Issue Information

Dear Colleagues,

Although extended reality (XR) experiences, including virtual reality (VR), augmented reality (AR) and mixed reality (MR), have already achieved technological maturity, there remain significant obstacles to XR’s acceptance and wider use, presenting several research challenges.

Nevertheless, newly introduced technologies and interaction techniques have continuously emerged in the field of XR, greatly affecting the experience of users immersed in XR environments and raising a need for further studies on usability and user experience. XR covers the full spectrum of real and virtual environments. Interaction modalities in combination with modern 3D user interface elements allow for immersive, believable and full sensory virtual environments.

This Special Issue calls for studies presenting new horizons of XR.

We encourage authors to submit original research articles, novel case studies, insightful reviews, theoretical and critical perspectives and well-argued viewpoint articles on user interfaces and virtual reality, on topics including, but not limited to, the following:

  • XR technologies and applications;
  • Virtual environments;
  • User experience studies in XR;
  • User experience evaluation studies in XR;
  • VR sickness research;
  • Novel interaction modalities in XR;
  • Content for XR (e.g., 3D models, 360 video, volumetric video, etc.);
  • Human-centric approach to designing XR solutions;
  • Gamification and flow aspects;
  • Presence and immersion;
  • Metaverse.

Dr. Jože Guna
Dr. Maja Pivec
Dr. Huimin Lu
Guest Editors

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Keywords

  • user experience
  • extended reality (XR)
  • virtual reality (VR)
  • multimedia
  • augmented reality (AR)
  • mixed reality (MR)
  • human–computer interaction (HCI)
  • user studies

Published Papers (5 papers)

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Research

12 pages, 5749 KiB  
Article
GPS-Induced Disparity Correction for Accurate Object Placement in Augmented Reality
by Sungkwan Youm, Nyum Jung and Sunghyun Go
Appl. Sci. 2024, 14(7), 2849; https://doi.org/10.3390/app14072849 - 28 Mar 2024
Viewed by 337
Abstract
The use of augmented reality (AR) continues to increase, particularly in marketing and advertising, where virtual objects are showcased in the AR world, thereby expanding its various applications. In this paper, a method of linking coordinate systems to connect the metaverse with the [...] Read more.
The use of augmented reality (AR) continues to increase, particularly in marketing and advertising, where virtual objects are showcased in the AR world, thereby expanding its various applications. In this paper, a method of linking coordinate systems to connect the metaverse with the real world is proposed and a system for correcting and displaying virtual objects in the AR environment is implemented. The proposed method calculates errors to accurately represent virtual objects in AR and presents a method to show these objects without errors. The proposed method was verified through experiments to successfully display virtual objects in AR. To minimize localization errors, semantic segmentation was used to recognize objects and estimate buildings, thereby correcting the device location. An error correction expression is also presented. The proposed system is designed to correct and display virtual objects in AR, with confirmed functionality for location correction. Full article
(This article belongs to the Special Issue User Experience in Virtual Environments)
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29 pages, 5158 KiB  
Article
Connecting the Elderly Using VR: A Novel Art-Driven Methodology
by Makrina Viola Kosti, Maurice Benayoun, Nefeli Georgakopoulou, Sotiris Diplaris, Theodora Pistola, Vasileios-Rafail Xefteris, Athina Tsanousa, Kalliopi Valsamidou, Panagiota Koulali, Yash Shekhawat, Piera Sciama, Ilias Kalisperakis, Stefanos Vrochidis and Ioannis Kompatsiaris
Appl. Sci. 2024, 14(5), 2217; https://doi.org/10.3390/app14052217 - 06 Mar 2024
Viewed by 878
Abstract
Demographic change confronts us with an ever-increasing number of elderly people who face isolation and socialization issues. Background: The main challenge of this study is to inject emotional and aesthetic aspects into the design process of a virtual reality (VR) social space for [...] Read more.
Demographic change confronts us with an ever-increasing number of elderly people who face isolation and socialization issues. Background: The main challenge of this study is to inject emotional and aesthetic aspects into the design process of a virtual reality (VR) social space for the elderly. In this context, we asked architects and artists to improve the perception elderly people have of their way of communicating with others. Artists, in collaboration with computer engineers, designed experiences that evoke positive cognitive and emotional feelings and memories by following design trends and aesthetic values likely to be appreciated by older people, which were integrated in VR. Methods: We approached our goal by implementing an innovative art-driven methodology, using a plethora of technologies and methods, such as VR, artificial intelligence algorithms, visual analysis, and 3D mapping, in order to make design decisions based on a detailed understanding of the users’ preferences and collective behavior. Results: A so-called virtual village “Cap de Ballon” was co-created, having a public space inspired by the villages of Santorini and Meteora and a private space inspired by the 3D scanning of an elderly person’s apartment. Conclusions: The overall concept of the VR village‘s utility, design, and interior design were appreciated by the end users and the concept was evaluated as original and stimulating for creativity. Full article
(This article belongs to the Special Issue User Experience in Virtual Environments)
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21 pages, 2867 KiB  
Article
Creating an Immersive Virtual Reality Game Space for Multiuser, Synchronous Co-Located Collaboration: Design Considerations and Influencing Factors
by Qinna Feng, Heng Luo, Zijian Li, Jiarong Liang, Gege Li and Yan Yi
Appl. Sci. 2024, 14(5), 2167; https://doi.org/10.3390/app14052167 - 05 Mar 2024
Viewed by 610
Abstract
The last decade has witnessed the rapid development of immersive virtual reality (IVR) and its application in various contexts. However, its application in supporting real-time virtual collaboration has been quite rare due to technical barriers and the lack of validated design principles. To [...] Read more.
The last decade has witnessed the rapid development of immersive virtual reality (IVR) and its application in various contexts. However, its application in supporting real-time virtual collaboration has been quite rare due to technical barriers and the lack of validated design principles. To address this research gap, this study designed and developed an IVR space to enable multiuser synchronous co-located collaboration to complete a fantasy game. An evaluation study (N = 95) was conducted to explore its useful design considerations and the influencing factors for collaboration experience in the game. The IVR space was enabled by the simultaneous localization and mapping (SLAM)-based inside-out tracking technique and was informed by four essential design considerations for promoting effective collaboration in IVR, namely, the role script, learning task, collaboration mechanism, and communication design. The study results revealed that students in general were satisfied with their collaboration experience in IVR, with social presence and collaboration competency as significant predictors of collective efficacy and social experience. Based on both quantitative and qualitative results, this study proposes four validated principles for designing effective IVR spaces to support synchronous co-located collaboration. Full article
(This article belongs to the Special Issue User Experience in Virtual Environments)
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22 pages, 1523 KiB  
Article
Consumers’ Experience and Satisfaction Using Augmented Reality Apps in E-Shopping: New Empirical Evidence
by Mirela-Catrinel Voicu, Nicoleta Sîrghi and Daniela Maria-Magdalena Toth
Appl. Sci. 2023, 13(17), 9596; https://doi.org/10.3390/app13179596 - 24 Aug 2023
Cited by 3 | Viewed by 4654
Abstract
As more consumers adopt virtual try-on apps, shops can offer their goods at any time. Optimizing the online presence of e-tailers is based on technological advances, especially in mobile networks and augmented reality (AR) and virtual reality (VR) apps. This paper examines the [...] Read more.
As more consumers adopt virtual try-on apps, shops can offer their goods at any time. Optimizing the online presence of e-tailers is based on technological advances, especially in mobile networks and augmented reality (AR) and virtual reality (VR) apps. This paper examines the factors influencing consumers’ experience and satisfaction using AR apps in makeup e-shopping. We employed constructs from models based on the stimulus–organism–response (SOR) paradigm as a starting point for our research. We added fit confidence, social value, and innovativeness, used in similar research on AR apps, to the continued usage intention, perceived utilitarian value, immersion, and perceived hedonistic value. Our research used the Partial Least Squares Structural Equation Modeling (PLS-SEM) approach from SmartPLS 4 for an online questionnaire. We obtained that all parameters impact consumers’ intention to utilize AR applications. Considering the total effect (direct and indirect), the order of influence is as follows: fit confidence, innovativeness, immersion, social value, perceived hedonistic value, and perceived utilitarian value. This paper’s key findings demonstrate that social value, fit assurance, perceived utilitarian value, and immersion are the most significant direct influences on customer behavior using AR apps in makeup e-shopping. Full article
(This article belongs to the Special Issue User Experience in Virtual Environments)
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14 pages, 2136 KiB  
Article
Improving Monocular Camera Localization for Video-Based Three-Dimensional Outer Ear Reconstruction Tasks
by Mantas Tamulionis, Artūras Serackis, Kęstutis Bartnykas, Darius Miniotas, Šarūnas Mikučionis, Raimond Laptik, Andrius Ušinskas and Dalius Matuzevičius
Appl. Sci. 2023, 13(15), 8712; https://doi.org/10.3390/app13158712 - 28 Jul 2023
Viewed by 675
Abstract
This work addresses challenges related to camera 3D localization while reconstructing a 3D model of an ear. This work explores the potential solution of using a cap, specifically designed not to obstruct the ear, and its efficiency in enhancing the camera localization for [...] Read more.
This work addresses challenges related to camera 3D localization while reconstructing a 3D model of an ear. This work explores the potential solution of using a cap, specifically designed not to obstruct the ear, and its efficiency in enhancing the camera localization for structure-from-motion (SfM)-based object reconstruction. The proposed solution is described, and an elaboration of the experimental scenarios used to investigate the background textures is provided; data collection and software tools used in the research are reported. The results show that the proposed method is effective, and using the cap with texture leads to a reduction in the camera localization error. Errors in the 3D location reconstruction of the camera were calculated by comparing cameras localized within typical ear reconstruction situations to those of higher-accuracy reconstructions. The findings also show that caps with sparse dot patterns and a regular knitted patterned winter hat are the preferred patterns. The study provides a contribution to the field of 3D modeling, particularly in the context of creating 3D models of the human ear, and offers a step towards more accurate, reliable, and feasible 3D ear modeling and reconstruction. Full article
(This article belongs to the Special Issue User Experience in Virtual Environments)
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