Advanced Virtual, Augmented, and Mixed Reality: Immersive Applications and Innovative Techniques

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

Deadline for manuscript submissions: 20 May 2024 | Viewed by 9622

Special Issue Editor


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Guest Editor
Computer Science Department, Missouri University of Science and Technology, Rolla, MO 65409, USA
Interests: virtual reality; augmented reality; coputer graphics; robotics; machine learning; data mining; qualitaitve spatial reasoning

Special Issue Information

Dear Colleagues,

AR/VR has grown beyond its science fiction roots, becoming a powerful visualization tool using and creating immersive software and hardware technology. This technology provides a more immersive experience than traditional vignette approaches to evoke instant perception and comprehension. The COVID-19 pandemic has accelerated the need for enhancements in technology with such research and immersive tools. Zoom, for instance, is a prime tool for remote learning, conferencing, meeting of minds, etc. VR also uses remote sensing devices to inspect, diagnose, and maintain products and projects remotely. The technology has not reached a mature state yet because of the cost of equipment, but this is not a deterrent to content developers, and more research is continuing to be carried out to combat this.

Research interest in virtual reality education is rapidly growing beyond the limits of imagination in many areas, leading to various innovative applications which are of use both to researchers and the general public. This includes several industries such as automotive, healthcare, psychology, education and training, tourism, manufacturing, civil engineering, commerce (advertising and retail sales), military, architecture, and research and development. VR is also akin to perception, immersion and visualization. All the more, the innovators in each industry continue to explore ways to tap into the unlimited potential of VR in abstract and real environments.

In 2023, the trend is anticipated to involve the exploration and exploitation of AR as much as possible. AR trends show that it is increasingly being adopted in automotives, healthcare, marketing, engineering, and education, and there is a rapidly growing demand for professionals who are proficient in virtual reality (VR) and augmented reality (AR). In the context of these recent innovations, AR and VR will soon be integral aspects of society. MDPI welcomes original papers in all areas of virtual reality and augmented reality applications in natural and social sciences.

Dr. Chaman Sabharwal
Guest Editor

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Keywords

  • virtual reality
  • augmented reality
  • digital
  • immersion
  • AR and AI
  • 3D graphics
  • animation
  • emerging
  • interaction

Published Papers (8 papers)

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Research

14 pages, 3573 KiB  
Article
Participatory Exhibition-Viewing Using Augmented Reality and Analysis of Visitor Behavior
by Chun-I Lee, Yen-Hsi Pan and Brian Chen
Appl. Sci. 2024, 14(9), 3579; https://doi.org/10.3390/app14093579 - 24 Apr 2024
Viewed by 242
Abstract
Augmented reality (AR) is rapidly becoming a popular technology for exhibitions. The extended content provided through virtual elements offers a higher level of interactivity and can increase the appeal of the exhibition for younger viewers, in particular. However, AR technology in exhibition settings [...] Read more.
Augmented reality (AR) is rapidly becoming a popular technology for exhibitions. The extended content provided through virtual elements offers a higher level of interactivity and can increase the appeal of the exhibition for younger viewers, in particular. However, AR technology in exhibition settings is typically utilized to extend the effects of exhibits, focusing solely on individual experiences and lacking in shared social interactions. In order to address this limitation, in this study, we used AR technology to construct a participatory exhibition-viewing system in the form of an AR mobile application (app), “Wander Into Our Sea”. This system was developed as a component of the 2022 Greater Taipei Biennial of Contemporary Art exhibition titled “Log Into Our Sea”. The app features two modes: exhibition-viewing mode and message mode. The first embodies passive exhibition-viewing while the second offers channels for active participation. The app has three functions: (1) in exhibition mode, visitors passively view the exhibition content through the AR lens, (2) in message mode, visitors can use the AR lens to leave messages in the 3D space of the exhibition to become part of the exhibit, and (3) during the use of either mode, the app collects data on visitor behavior and uploads it to a cloud to create a research database. The third function allowed us to compare the behaviors of exhibition visitors while they used the two modes. Results revealed that without restricting the ways and sequences in which AR content was viewed, there were no significant differences in the duration of viewing, or the distance covered by visitors between the two modes. However, the paths they took were more concentrated in the exhibition-viewing mode, which indicates that this mode encouraged visitors to view the exhibit in accordance with the AR content. In contrast, in message mode, visitors were encouraged to leave text messages and read those left by others, which created disorganized unpredictable paths. Our study demonstrates an innovative application of AR positioning within an interactive exhibition-viewing system, showcasing a novel way to engage visitors and enrich their experience. Full article
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11 pages, 3044 KiB  
Article
Towards the Emergence of the Medical Metaverse: A Pilot Study on Shared Virtual Reality for Orthognathic–Surgical Planning
by Jari Kangas, Jorma Järnstedt, Kimmo Ronkainen, John Mäkelä, Helena Mehtonen, Pertti Huuskonen and Roope Raisamo
Appl. Sci. 2024, 14(3), 1038; https://doi.org/10.3390/app14031038 - 25 Jan 2024
Viewed by 541
Abstract
Three-dimensional (3D) medical images are used for diagnosis and in surgical operation planning. Computer-assisted surgical simulations (CASS) are essential for complex surgical procedures that are often performed in an interdisciplinary manner. Traditionally, the participants study the designs on the same display. In 3D [...] Read more.
Three-dimensional (3D) medical images are used for diagnosis and in surgical operation planning. Computer-assisted surgical simulations (CASS) are essential for complex surgical procedures that are often performed in an interdisciplinary manner. Traditionally, the participants study the designs on the same display. In 3D virtual reality (VR) environments, the planner is wearing a head-mounted display (HMD). The designs can be then examined in VR by other persons wearing HMDs, which is a practical use case for the medical metaverse. A multi-user VR environment was built for the planning of an orthognathic–surgical (correction of facial skeleton) operation. Four domain experts (oral and maxillofacial radiologists) experimented with the pilot system and found it useful. It enabled easier observation of the model and a better understanding of the structures. There was a voice connection and co-operation during the procedure was natural. The planning task is complex, leading to a certain level of complexity in the user interface. Full article
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13 pages, 1288 KiB  
Article
Attentional Bias Modification Training in Virtual Reality: Evaluation of User Experience
by María Teresa Mendoza-Medialdea, Ana Carballo-Laza, Mariarca Ascione, Franck-Alexandre Meschberger-Annweiler, Bruno Porras-Garcia, Marta Ferrer-Garcia and José Gutiérrez-Maldonado
Appl. Sci. 2024, 14(1), 222; https://doi.org/10.3390/app14010222 - 26 Dec 2023
Viewed by 591
Abstract
Recent technological advances have paved the way for incorporating virtual reality (VR) into attentional bias modification training (ABMT) for the treatment of eating disorders. An important consideration in this therapeutic approach is ensuring the ease and comfort of users of the hardware and [...] Read more.
Recent technological advances have paved the way for incorporating virtual reality (VR) into attentional bias modification training (ABMT) for the treatment of eating disorders. An important consideration in this therapeutic approach is ensuring the ease and comfort of users of the hardware and software, preventing them from becoming additional obstacles during treatment. To assess this, 68 healthy participants engaged in an ABMT experiment aimed at evaluating various factors, including usability as well as the participants’ comfort while using the VR equipment, task-induced fatigue, and attitudes towards the technology. Our results indicated a favorable usability level for the ABMT proposed in this study. While their discomfort, anxiety, and fatigue increased during the task, these did not significantly impact its execution. However, heightened anxiety and fatigue were linked to lower evaluations of software usability. Other variables considered in the experiment did not notably affect the task. Full article
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21 pages, 3273 KiB  
Article
Design of an Immersive Virtual Reality Framework to Enhance the Sense of Agency Using Affective Computing Technologies
by Amalia Ortiz and Sonia Elizondo
Appl. Sci. 2023, 13(24), 13322; https://doi.org/10.3390/app132413322 - 17 Dec 2023
Cited by 1 | Viewed by 991
Abstract
Virtual Reality is expanding its use to several fields of application, including health and education. The continuous growth of this technology comes with new challenges related to the ways in which users feel inside these virtual environments. There are various guidelines on ways [...] Read more.
Virtual Reality is expanding its use to several fields of application, including health and education. The continuous growth of this technology comes with new challenges related to the ways in which users feel inside these virtual environments. There are various guidelines on ways to enhance users’ virtual experience in terms of immersion or presence. Nonetheless, there is no extensive research on enhancing the sense of agency (SoA), a phenomenon which refers to the self-awareness of initiating, executing, and controlling one’s actions in the world. After reviewing the state of the art of technologies developed in the field of Affective Computing (AC), we propose a framework for designing immersive virtual environments (IVE) to enhance the users’ SoA. The framework defines the flow of interaction between users and the virtual world, as well as the AC technologies required for each interactive component to recognise, interpret and respond coherently within the IVE in order to enhance the SoA. Full article
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16 pages, 391 KiB  
Article
Performance, Emotion, Presence: Investigation of an Augmented Reality-Supported Concept for Flight Training
by Birgit Moesl, Harald Schaffernak, Wolfgang Vorraber, Reinhard Braunstingl and Ioana Victoria Koglbauer
Appl. Sci. 2023, 13(20), 11346; https://doi.org/10.3390/app132011346 - 16 Oct 2023
Viewed by 919
Abstract
Augmented reality (AR) could be a means for a more sustainable education of the next generation of pilots. This study aims to assess an AR-supported training concept for approach to landing, which is the riskiest phase of flying an aircraft and the most [...] Read more.
Augmented reality (AR) could be a means for a more sustainable education of the next generation of pilots. This study aims to assess an AR-supported training concept for approach to landing, which is the riskiest phase of flying an aircraft and the most difficult to learn. The evaluation was conducted with 59 participants (28 women and 31 men) in a pretest–post-test control group design. No significant effect of the AR-supported training was observed when comparing the experimental and the control groups. However, the results show that for the experimental group that trained with AR, higher performance in post-test was associated with higher AR presence and comfort with AR during training. Although both gender groups improved their approach quality after training, the improvement was larger in women as compared to men. Trainees’ workload, fear of failure, and negative emotions decreased in post-test as compared to pre-test, but the decrease was significantly larger in women than in men. The experimental group who used AR support during training showed improved performance despite the absence of AR support in post-test. However, the AR-based training concept had a similar effect to conventional simulator training. Although more research is necessary to explore the training opportunities in AR and mixed reality, the results of this study indicate that such an application would be beneficial to bridge the gap between theoretical and practical instruction. Full article
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18 pages, 14314 KiB  
Article
Wine Production through Virtual Environments with a Focus on the Teaching–Learning Process
by Danis Tapia, Diego Illescas, Walter Santamaría and Jessica S. Ortiz
Appl. Sci. 2023, 13(19), 10823; https://doi.org/10.3390/app131910823 - 29 Sep 2023
Cited by 1 | Viewed by 964
Abstract
This paper focuses on the application of the hardware-in-the-loop (HIL) technique in the winemaking process. The HIL technique provides an effective methodology to test and verify the automatic control of industrial processes in 3D laboratory environments. Two parts are considered: (i) software, which [...] Read more.
This paper focuses on the application of the hardware-in-the-loop (HIL) technique in the winemaking process. The HIL technique provides an effective methodology to test and verify the automatic control of industrial processes in 3D laboratory environments. Two parts are considered: (i) software, which consists of the virtualization of the wine process in order to generate a realistic work environment that allows the student to manipulate the system while visualizing the changes in the process; and (ii) hardware, through which the process control is implemented in ladder language in a PLC S7 1200 AC/DC/RLY (programmable logic controller). Bidirectional Ethernet TCP/IP communication is established, achieving a client–server architecture. This article highlights the main advantages of the HIL technique, such as its ability to simulate complex and extreme scenarios that would be difficult or expensive to recreate in a real environment. In addition, real-time testing of the hardware and software to implement the control system is performed, allowing for fast and accurate responses. Finally, a usability table is obtained that demonstrates the benefits of performing industrial process control work in virtual work environments, focusing the development on meaningful learning processes for engineering students. Full article
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15 pages, 1212 KiB  
Article
Augmented Reality Applications for Synchronized Communication in Construction: A Review of Challenges and Opportunities
by Rita El Kassis, Steven K. Ayer and Mounir El Asmar
Appl. Sci. 2023, 13(13), 7614; https://doi.org/10.3390/app13137614 - 28 Jun 2023
Cited by 3 | Viewed by 1566
Abstract
Many researchers in the construction field have explored the utilization of augmented reality (AR) and its impact on the industry. Previous studies have shown potential uses for AR in the construction industry. However, a comprehensive critical review exploring the ways in which AR [...] Read more.
Many researchers in the construction field have explored the utilization of augmented reality (AR) and its impact on the industry. Previous studies have shown potential uses for AR in the construction industry. However, a comprehensive critical review exploring the ways in which AR supports synchronized communication is still missing. This paper aims to fill this gap by examining trends identified in the literature and by analyzing both beneficial and challenging attributes. This work was performed by collecting numerous journal and conference papers, using keywords including “augmented reality”, “construction”, and “synchronous communication”. The papers were then categorized based on the reported attributes that were indicated to be challenges or benefits. Throughout the analysis, several benefits were consistently reported, including training, visualization, instantly sharing information, decision making, and intuitive interaction. Similarly, several challenges were consistently reported, such as difficulty in manipulation, unfriendly interface, device discomfort, and sun brightness. Regarding other attributes, such as field of view, cost, safety hazards, and hands-free mode, researchers provided divergent reports regarding whether they were beneficial or detrimental to AR communication. These findings provide valuable guidance for future researchers and practitioners, enabling them to leverage AR for synchronized communication in ways that consistently offer value. Full article
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22 pages, 7522 KiB  
Article
Upper Body Pose Estimation Using Deep Learning for a Virtual Reality Avatar
by Taravat Anvari, Kyoungju Park and Ganghyun Kim
Appl. Sci. 2023, 13(4), 2460; https://doi.org/10.3390/app13042460 - 14 Feb 2023
Cited by 1 | Viewed by 2861
Abstract
With the popularity of virtual reality (VR) games and devices, demand is increasing for estimating and displaying user motion in VR applications. Most pose estimation methods for VR avatars exploit inverse kinematics (IK) and online motion capture methods. In contrast to existing approaches, [...] Read more.
With the popularity of virtual reality (VR) games and devices, demand is increasing for estimating and displaying user motion in VR applications. Most pose estimation methods for VR avatars exploit inverse kinematics (IK) and online motion capture methods. In contrast to existing approaches, we aim for a stable process with less computation, usable in a small space. Therefore, our strategy has minimum latency for VR device users, from high-performance to low-performance, in multi-user applications over the network. In this study, we estimate the upper body pose of a VR user in real time using a deep learning method. We propose a novel method inspired by a classical regression model and trained with 3D motion capture data. Thus, our design uses a convolutional neural network (CNN)-based architecture from the joint information of motion capture data and modifies the network input and output to obtain input from a head and both hands. After feeding the model with properly normalized inputs, a head-mounted display (HMD), and two controllers, we render the user’s corresponding avatar in VR applications. We used our proposed pose estimation method to build single-user and multi-user applications, measure their performance, conduct a user study, and compare the results with previous methods for VR avatars. Full article
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