Virtual/Augmented Reality and Its Applications

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 June 2024 | Viewed by 10862

Special Issue Editor


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Guest Editor
Voxar Labs, Universidade Federal de Pernambuco, Recife, Brazil
Interests: computer vision; virtual reality; augmented reality; embedded systems; robotics

Special Issue Information

Dear Colleagues, 

Extended Reality (XR) encompasses technologies that allow humans or physical objects to interact with computer-generated virtual imagery in real-time. In Virtual Reality (VR), the user is completely immersed in a virtual environment, while Augmented Reality (AR) overlays virtual content on the real world. Mixed Reality (MR) goes beyond that and can anchor such virtual content in the real world.

Past XR research applications have mainly focused on:

  • Education: works regarding education, learning, training, and other related areas;
  • Health: works regarding medicine, physiotherapy, phobia treatments, and other related areas;
  • Industry: works regarding improvement in industrial production, quality of processes in manufacturing processes, and other related areas;
  • Games: works targeting games and entertainment related areas.

This Special Issue calls for interesting studies, applications, and experiences that will open up new uses of XR. In addition to research that has steadily improved existing issues, we welcome research papers that present new possibilities of VR, AR, and MR. Topics of interest include but are not limited to the following:

  • VR/AR/MR systems, frameworks, and toolkits.
  • 3D interaction.
  • Input devices for VR/AR/MR.
  • Haptics, audio, and other non-visual interfaces.
  • User studies and evaluation.
  • Tracking and sensing.
  • Computer graphics techniques for VR/AR/MR.
  • Immersive gaming/serious games.
  • Virtual humans and avatars.
  • Advanced display technology.
  • Immersive projection technology.
  • Multi-user and distributed VR/AR/MR.
  • Perception, presence, and cognition in VR/AR/MR.
  • Teleoperation and telepresence.
  • Immersive and situated visualization.
  • Social, economic, and technical impacts of VR/AR/MR.

Dr. João Marcelo Teixeira
Guest Editor

Manuscript Submission Information

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Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Applied Sciences is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2400 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • VR/AR/MR systems, frameworks, and toolkits
  • input devices for VR/AR/MR
  • computer graphics techniques for VR/AR/MR
  • multi-user and distributed VR/AR/MR
  • perception, presence, and cognition in VR/AR/MR
  • social, economic, and technical impacts of VR/AR/MR

Published Papers (6 papers)

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Research

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24 pages, 13922 KiB  
Article
A Novel Method Using 3D Interest Points to Place Markers on a Large Object in Augmented Reality
by Su Young Kim and Yoon Sang Kim
Appl. Sci. 2024, 14(2), 941; https://doi.org/10.3390/app14020941 - 22 Jan 2024
Cited by 1 | Viewed by 611
Abstract
Multiple markers are generally used in augmented reality (AR) applications that require accurate registration, such as medical and industrial fields. In AR using these markers, there are two inevitable problems: (1) geometric shape discrepancies between a real object and a virtual object, and [...] Read more.
Multiple markers are generally used in augmented reality (AR) applications that require accurate registration, such as medical and industrial fields. In AR using these markers, there are two inevitable problems: (1) geometric shape discrepancies between a real object and a virtual object, and (2) the relative positions of the markers placed on the virtual object and markers placed on the real object are not consistent. However, studies on applying multiple markers to a large object are still insufficient. Additionally, most studies did not consider these inevitable problems because the markers were subjectively placed (hereafter conventional method). In consideration of these problems, this paper proposes a method for placing multiple markers to provide accurate registration on a large object. The proposed method divides a virtual object evenly and determines the positions of multiple markers automatically using 3D interest points within the divided areas. The proposed method was validated through a performance comparison with the conventional method of subjectively placing markers, and it was confirmed to have more accurate registration. Full article
(This article belongs to the Special Issue Virtual/Augmented Reality and Its Applications)
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24 pages, 8563 KiB  
Article
Evaluating Physical Stress across Task Difficulty Levels in Augmented Reality-Assisted Industrial Maintenance
by Faisal M. Alessa, Mohammed H. Alhaag, Ibrahim M. Al-harkan, Mustafa M. Nasr, Husam Kaid and Nacereddine Hammami
Appl. Sci. 2024, 14(1), 363; https://doi.org/10.3390/app14010363 - 30 Dec 2023
Viewed by 792
Abstract
Many studies have revealed the benefits of augmented reality (AR) to enhance productivity and fulfill a quality function in industry. Yet, the potential adverse effects of AR, such as physical stress, have not been extensively studied. This study investigates the effect of task [...] Read more.
Many studies have revealed the benefits of augmented reality (AR) to enhance productivity and fulfill a quality function in industry. Yet, the potential adverse effects of AR, such as physical stress, have not been extensively studied. This study investigates the effect of task difficulty (simple versus complex maintenance tasks) on the overall performance and physical stress of individuals while interacting with multimedia instructions (i.e., AR via HoloLens versus. paper-based guidance). Twenty-eight healthy male participants with a mean age of 32.12 years (standard deviation of 2.45 years) were randomly assigned to two groups: AR-based group and paper-based group. The metrics of total maintenance time, NASA-TLX scores, and heart rate variability (HRV) were used to evaluate overall performance, perceived workload, and physical stress, respectively. The findings suggest that AR-based instruction for a complex task significantly reduced both total maintenance time (by 14.94%) and physical stress in comparison with paper-based instruction. Paper-based instruction was found to destabilize heart rhythm, increase heart rate, and cause a shift in autonomic balance due to heightened sympathetic nerve activation. This study concludes that AR-based instruction is more efficient and less stressful than paper-based instruction, indicating that the AR system may offer independent benefits in reducing physical workloads. Full article
(This article belongs to the Special Issue Virtual/Augmented Reality and Its Applications)
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31 pages, 8611 KiB  
Article
Immersive Phobia Therapy through Adaptive Virtual Reality and Biofeedback
by Alin Moldoveanu, Oana Mitruț, Nicolae Jinga, Cătălin Petrescu, Florica Moldoveanu, Victor Asavei, Ana Magdalena Anghel and Livia Petrescu
Appl. Sci. 2023, 13(18), 10365; https://doi.org/10.3390/app131810365 - 16 Sep 2023
Viewed by 1452
Abstract
Phobias are a type of anxiety disorder characterized by severe fear of objects and situations. In recent years, virtual reality exposure therapy has emerged as a safer and more convenient method of treating phobias, with the same rate of success as classical therapy, [...] Read more.
Phobias are a type of anxiety disorder characterized by severe fear of objects and situations. In recent years, virtual reality exposure therapy has emerged as a safer and more convenient method of treating phobias, with the same rate of success as classical therapy, the in vivo exposure to stimuli. Following extensive research concerning the available technologies and after studying the state of the art in the field, we developed the PhoVR (Phobia therapy through Virtual Reality) system during a 2-year long project that involved the participation of a technical university, a biology faculty, and an industry partner specialized in designing 3D applications. Our final prototype incorporates scenarios for acrophobia, claustrophobia, and fear of public speaking therapy, in which the user is required to perform gamified tasks and navigate virtual reality environments with biophysical data acquisition (electrodermal activity and heart rate), automatic anxiety level classification, biofeedback integrated into the scenes’ elements, the dynamic adaptation of the virtual environments, and relaxation techniques made available at any moment. The control panel is an application dedicated to psychotherapists for managing patients’ profiles and therapy sessions. The feedback obtained in a qualitative survey with subjects and psychotherapists who evaluated the prototype validated the system and provided suggestions for refinement. Full article
(This article belongs to the Special Issue Virtual/Augmented Reality and Its Applications)
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18 pages, 12412 KiB  
Article
Towards Digital Twins of 3D Reconstructed Apparel Models with an End-to-End Mobile Visualization
by Surasachai Doungtap, Jirayu Petchhan, Varinya Phanichraksaphong and Jenq-Haur Wang
Appl. Sci. 2023, 13(15), 8571; https://doi.org/10.3390/app13158571 - 25 Jul 2023
Cited by 2 | Viewed by 1508
Abstract
Digital twin technologies are still developing and are being increasingly leveraged to facilitate daily life activities. This study presents a novel approach for leveraging the capability of mobile devices for photo collection, cloud processing, and deep learning-based 3D generation, with seamless display in [...] Read more.
Digital twin technologies are still developing and are being increasingly leveraged to facilitate daily life activities. This study presents a novel approach for leveraging the capability of mobile devices for photo collection, cloud processing, and deep learning-based 3D generation, with seamless display in virtual reality (VR) wearables. The purpose of our study is to provide a system that makes use of cloud computing resources to offload the resource-intensive activities of 3D reconstruction and deep-learning-based scene interpretation. We establish an end-to-end pipeline from 2D to 3D reconstruction, which automatically builds accurate 3D models from collected photographs using sophisticated deep-learning techniques. These models are then converted to a VR-compatible format, allowing for immersive and interactive experiences on wearable devices. Our findings attest to the completion of 3D entities regenerated by the CAP–UDF model using ShapeNetCars and Deep Fashion 3D datasets with a discrepancy in L2 Chamfer distance of only 0.089 and 0.129, respectively. Furthermore, the demonstration of the end-to-end process from 2D capture to 3D visualization on VR occurs continuously. Full article
(This article belongs to the Special Issue Virtual/Augmented Reality and Its Applications)
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20 pages, 3358 KiB  
Article
Influence of Virtual Reality on User Evaluation of Prototypes in the Development Process—A Comparative Study with Control Rooms for Onshore Drilling Rigs
by Niels Hinricher, Simon König, Chris Schröer and Claus Backhaus
Appl. Sci. 2023, 13(14), 8319; https://doi.org/10.3390/app13148319 - 18 Jul 2023
Viewed by 904
Abstract
User evaluations of prototypes in virtual reality (VR) offer high potential for products that require resource-intensive prototype construction, such as drilling rigs. This study examined whether the user evaluation of a VR prototype for controlling an onshore drilling rigproduces results comparable to an [...] Read more.
User evaluations of prototypes in virtual reality (VR) offer high potential for products that require resource-intensive prototype construction, such as drilling rigs. This study examined whether the user evaluation of a VR prototype for controlling an onshore drilling rigproduces results comparable to an evaluation in the real world. Using a between-subject design, 16 drilling experts tested a prototype in VR and reality. The experts performed three different work processes and evaluated their satisfaction based on task performance, user experience, and usability via standardized questionnaires. A test leader evaluated the effectiveness of the work process execution using a 3-level rating scheme. The number of user interactions and time on task were recorded. There were no significant differences in the effectiveness, number of interactions required, perceived usability, and satisfaction with respect to task performance. In VR, the drilling experts took significantly more time to complete tasks and rated the efficiency of the VR prototype significantly higher. Overall, the real-world evaluation provided more insights into prototype optimization. Nevertheless, several usability issues have been identified in VR. Therefore, user evaluations in VR are particularly suitable in the early development phases to identify usability issues, without the need to produce real prototypes. Full article
(This article belongs to the Special Issue Virtual/Augmented Reality and Its Applications)
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Review

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35 pages, 6656 KiB  
Review
Augmented Reality: Survey
by Carlos E. Mendoza-Ramírez, Juan C. Tudon-Martinez, Luis C. Félix-Herrán, Jorge de J. Lozoya-Santos and Adriana Vargas-Martínez
Appl. Sci. 2023, 13(18), 10491; https://doi.org/10.3390/app131810491 - 20 Sep 2023
Cited by 4 | Viewed by 4925
Abstract
An Augmented Reality (AR) system is a technology that overlays digital information, such as images, sounds, or text, onto a user’s view of the real world, providing an enriched and interactive experience of the surrounding environment. It has evolved into a potent instrument [...] Read more.
An Augmented Reality (AR) system is a technology that overlays digital information, such as images, sounds, or text, onto a user’s view of the real world, providing an enriched and interactive experience of the surrounding environment. It has evolved into a potent instrument for improving human perception and decision-making across various domains, including industrial, automotive, healthcare, and urban planning. This systematic literature review aims to offer a comprehensive understanding of AR technology, its limitations, and implementation challenges in the most significant areas of application in engineering and beyond. The review will explore the state-of-the-art AR techniques, their potential use cases, and the barriers to widespread adoption, while also identifying future research directions and opportunities for innovation in the rapidly evolving field of augmented reality. This study works as a compilation of the existing technologies in the subject, especially useful for beginners in AR or as a starting point for developers who seek to innovate or implement new technologies, thus knowing the limitations and current challenges that could arise. Full article
(This article belongs to the Special Issue Virtual/Augmented Reality and Its Applications)
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