Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume

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

Deadline for manuscript submissions: 31 December 2024 | Viewed by 18936

Special Issue Editor


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Guest Editor
Department Technics and Projects in Engineering and Architecture, Universidad de La Laguna, 38200 Santa Cruz de Tenerife, Spain
Interests: augmented reality; virtual reality; mixed reality; human-computer interaction; wearable interaction; user experience; usability
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

The term XR (extended reality), which includes the technology of virtual reality, augmented reality, and mixed reality, is beginning to become more widely known. In recent years, XR has made remarkable progress, and usage expectations are very high. There is no doubt about the potential of this technology.

As some basic research has come to fruition, expectations for XR have increased, as have opportunities for it to be applied in different fields. That way, these technologies provide great opportunities for education, medicine, architecture, Industry 4.0, e-commerce, gaming, healthcare, the military, emergency response, entertainment, engineering, advertising, entertainment, retail, etc., and we can consider that we are facing a technological change as big as the massive use of PC, internet or smartphone was at its time.

The applications that we can develop through smartphones, tablets, and new XR wearable (glasses and headset) devices that free workers and users from having to hold on to devices are more than we can imagine and can help to save time and reduce production costs, improving quality of life.

In the manufacturing field, the use of augmented reality has been the topic of conversation for years, but actual deployment has been slow. This is changing, however, as manufacturers explore the technology in their plants and move beyond pilots and trials to the wider, day-to-day use of AR. Although AR is still at an early stage in manufacturing, there is a lot of innovation going on, and a lot of movement in the industry around AR. On the other hand, XR provides great opportunities in education and training that are not possible with traditional instruction methods and other technologies used in education. VR, AR, and MR allow learners, in a safe way, to experience environments and virtual scenarios that would normally be dangerous to learn in. Even for academic institutions and companies, it is difficult to have some infrastructures to teach or train their learners or workers. Unlike some traditional instruction methods, VR, AR, and MR applications offer consistent education and training that do not vary from instructor to instructor. These virtual technologies also afford the development of psychomotor skills through physical 3D interactions with virtual elements. This is especially important when resources are limited for training purposes.

Extended reality technologies are expanding in the fields of Architecture, Engineering, Construction, and Operation and Maintenance (AECOM) Building Sector. VR and MR technologies and processes are used during building design, product design, marketing of projects, communication with stakeholders involved in a project, conceptual design, maintenance of industrial infrastructures, and construction phases of a project as well as operation and maintenance of building facilities. The use of VR and MR in buildings provides numerous benefits but also poses some challenges.

This Special Issue calls for many 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 for VR, AR, and MR.

Topics of interest include but are not limited to the following:

  • VR/AR/MR applications: manufacturing, healthcare, virtual travel, e-sports, games, cultural heritage, military, e-commerce, military, psychology, medicine, emergency response, entertainment, engineering, advertising, etc.
  • VR/AR/XE applied on Architecture, Engineering, Construction, and Operation and Maintenance (AECOM) Building Sector.
  • Brain science for VR/AR/MR
  • VR/AR/MR collaboration
  • Context awareness for VR/AR
  • Education with VR/AR/MR
  • Use 360° video for VR
  • Display technologies for VR/AR/MR
  • Human-computer interactions in VR/AR/MR
  • Human factors in VR/AR/MR
  • Perception/presence in VR/AR/MR
  • Physiological sensing for VR/AR/MR
  • Cybersickness
  • User experience/usability in VR/AR/MR
  • Interfaces for VR/AR
  • Virtual humans/avatars in VR/AR/MR
  • Wellbeing with VR/AR/MR
  • Human behavior sensing
  • Gesture interface
  • Interactive simulation
  • New interaction design for VR/AR/MR

Dr. Jorge Martin-Gutierrez
Guest Editor

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Keywords

  • virtual, augmented, and mixed reality
  • interactive simulation
  • HCI (human-computer interaction)
  • human-centered design

Published Papers (12 papers)

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Research

18 pages, 2986 KiB  
Article
Enabling Physical Activity with Augmented Reality Gamification for Reducing Internet Gaming Disorder
by Yea Som Lee and Jung Hoon Huh
Appl. Sci. 2024, 14(1), 121; https://doi.org/10.3390/app14010121 - 22 Dec 2023
Viewed by 803
Abstract
This paper provides an approach that addresses the negative social awareness of games and improves psychological and mental healing effects. It has been perceived that games can lead to reduced physical activity and psychological withdrawal. However, exercise games can simultaneously provide positive aspects [...] Read more.
This paper provides an approach that addresses the negative social awareness of games and improves psychological and mental healing effects. It has been perceived that games can lead to reduced physical activity and psychological withdrawal. However, exercise games can simultaneously provide positive aspects of gaming enjoyment and the sensations of physical activities. In this study, we aim to verify a preliminary experiment for treating game-addicted adolescents with exercise games using augmented-reality (AR) technology. In this work, 20 students (average age: 19.5, male: six; female: 14) carried out offline exercise protocols or played an experimental game called AR Earthman with HoloLens2 AR devices. Regarding the measurement tools, a survey and NIRSIT were carried out (game addiction, mood state, and motion recognition), and heart rate and motor awareness were monitored. The experimental results showed no difference in exercise effectiveness between offline and AR exercise. It was confirmed that exercise based on AR technology is effective in treating game-addicted students. The results of this study are as follows: AR exercise games increase a subject’s mental pleasure, and they become satisfied with the exercise’s positive effect. Rather than offline exercise, fun AR exercise games with gamification effects can be suggested as a more helpful method for teenagers. There are differences between game addiction and over-immersion in gaming, but the treatment methods are similar. Therefore, it was confirmed that applying the AR exercise protocol to students who are overly immersed in games could realize psychological and mental healing effects due to excessive immersion in games. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume)
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21 pages, 4639 KiB  
Article
WebAR as a Mediation Tool Focused on Reading and Understanding of Technical Drawings Regarding Tailor-Made Projects for the Scenographic Industry
by José Eduardo Araújo Lôbo, Walter Franklin Marques Correia, João Marcelo Teixeira, José Edeson de Melo Siqueira and Rafael Alves Roberto
Appl. Sci. 2023, 13(22), 12295; https://doi.org/10.3390/app132212295 - 14 Nov 2023
Viewed by 647
Abstract
Among the leading immersive technologies, augmented reality is one of the most promising and empowering for supporting designers in production environments. This research investigates the application of mobile augmented reality, based on the Web, as a mediation tool focused on cognitive activities of [...] Read more.
Among the leading immersive technologies, augmented reality is one of the most promising and empowering for supporting designers in production environments. This research investigates the application of mobile augmented reality, based on the Web, as a mediation tool focused on cognitive activities of reading and understanding of technical drawings in the production and assembly of tailor-made projects of the scenographic industry. In this context, the research presents a method to use WebAR to improve the reading of technical drawings, seeking efficiency in the visualization of models and the exchange of information between professionals involved in the processes of design, production, and assembly of products, in the scope of scenography. This mediation tool was developed using Web AR platforms, compatible with native libraries (ARCore and ARKit) to ensure, first, compatibility with commonly used devices that workers or businesses can access, and second, to leverage hybrid tracking techniques that combine vision and sensors to improve the reliability of augmented reality viewing. The proposed solution adopts multiple tracking and navigation techniques in order to expand Space Skills components to provide greater exploratory freedom to users. The research process took place in light of the Design Science Research Methodology and the DSR-Model, since it aimed to develop a solution to a practical problem, as well as to produce knowledge from this process. Field experiments were conducted in two real companies, with end users on their respective mobile devices, in order to evaluate usability and behavioral intent, through the Acceptance, Intent, and Use of Technology questionnaires and perceived mental workload, NASA-TLX. The experimental results show that the adoption of this tool reduces the cognitive load in the process of reading technical drawings and project understanding. In general, its usability and intent to use provided significant levels of satisfaction, being positively accepted by all participants involved in the study. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume)
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25 pages, 5471 KiB  
Article
Effect of Augmented Reality Support on Quality Inspection of Welded Structures
by Kristýna Havlíková, Petr Hořejší and Pavel Kopeček
Appl. Sci. 2023, 13(21), 11655; https://doi.org/10.3390/app132111655 - 25 Oct 2023
Viewed by 1474
Abstract
With the increasing complexity of production systems and manufactured products, operators face high demands for professional expertise and long-term concentration. Augmented reality (AR) can support users in their work by displaying relevant virtual data in their field of view. In contrast to the [...] Read more.
With the increasing complexity of production systems and manufactured products, operators face high demands for professional expertise and long-term concentration. Augmented reality (AR) can support users in their work by displaying relevant virtual data in their field of view. In contrast to the extensive research on AR assistance in assembly, maintenance, and training, AR support in quality inspection has received less attention in the industrial context. Quality inspection is an essential part of industrial processes; thus, it is important to verify whether AR assistance can support users in these tasks. This work proposes an AR-based approach for quality inspection. For this, pilot AR software was designed and developed. The proposed AR approach was tested with end users. The task efficiency, the error rate, the perceived mental workload, and the usability of the AR approach were analysed and compared to the conventional paper-based support. The field research confirmed the positive effect on user efficiency during quality inspection while decreasing the perceived mental workload. This work extends the research on the potential of AR assistance in industrial applications and provides experimental validation to confirm the benefits of AR support on user performance during quality inspection tasks. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume)
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11 pages, 1926 KiB  
Article
Effects of Pseudo-Weight Resistance Training Using Mixed-Reality Technology on Muscle Activation in Healthy Adults: A Preliminary Study
by Daekook M. Nekar, Dong-Yeop Lee, Ji-Heon Hong, Jin-Seop Kim, Seong-Gil Kim, Yeon-Gyo Nam and Jae-Ho Yu
Appl. Sci. 2023, 13(18), 10021; https://doi.org/10.3390/app131810021 - 05 Sep 2023
Viewed by 803
Abstract
The present study investigated the feasibility and effectiveness of pseudo-weight resistance training using mixed-reality (MR) technology for shoulder muscle activation in healthy individuals. Thirty-two healthy students aged 20~35 years participated in this preliminary study and were divided into two groups. Participants in the [...] Read more.
The present study investigated the feasibility and effectiveness of pseudo-weight resistance training using mixed-reality (MR) technology for shoulder muscle activation in healthy individuals. Thirty-two healthy students aged 20~35 years participated in this preliminary study and were divided into two groups. Participants in the MR group received 30 min of training three times a week for 4 weeks using a customized MR-based pseudo-weight resistance training system. Those in the control group performed the same exercises using a conventional training program. Muscle activation of the deltoids, upper trapezius, infraspinatus, and supraspinatus were measured before and after the intervention. There was a statistically significant difference in middle deltoid, upper trapezius, and supraspinatus muscle activation in the MR group (p < 0.05), while the control group showed a significant difference in the anterior and middle deltoid, upper trapezius, and supraspinatus (p < 0.05). Regarding the between-group comparison, no statistically significant difference was observed for all six muscles (p > 0.05). Without any superiority of physical weight resistance training in the pseudo-weight training program, an MR-based pseudo-weight resistance training system can potentially be used for muscle-strengthening training, especially for early rehabilitation programs. However, further study using a large sample size with a long experimental duration is needed for more evidence of the presented technology and its use in home training. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume)
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17 pages, 10435 KiB  
Article
The Influence of Immersive and Collaborative Virtual Environments in Improving Spatial Skills
by Julián Conesa, Francisco José Mula, Kristin A. Bartlett, Ferran Naya and Manuel Contero
Appl. Sci. 2023, 13(14), 8426; https://doi.org/10.3390/app13148426 - 21 Jul 2023
Cited by 2 | Viewed by 1077
Abstract
The use of Virtual Reality (VR) is growing in popularity in educational contexts. In this work, we present a novel software application based on immersive VR in which users can interact simultaneously with a model in a shared virtual scene and maintain audiovisual [...] Read more.
The use of Virtual Reality (VR) is growing in popularity in educational contexts. In this work, we present a novel software application based on immersive VR in which users can interact simultaneously with a model in a shared virtual scene and maintain audiovisual communication. The 3D model-building activity within the application was designed to improve spatial skills. Twenty-nine industrial engineering students completed the modeling activity in groups of two or three. Post-test scores showed significant improvement over pre-test scores for both spatial tests used to measure the effectiveness of the instrument in improving spatial skills. Participants rated the application favorably in terms of usability and functionality. Results suggest that spatial training in a collaborative immersive virtual environment has the potential to be an effective approach to improving spatial skills. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume)
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15 pages, 13452 KiB  
Article
VR-Enhanced Cognitive Learning: Method, Framework, and Application
by Wenjuan Li, Xiaolin Liu, Qifei Zhang, Bin Zhou and Ben Wang
Appl. Sci. 2023, 13(8), 4756; https://doi.org/10.3390/app13084756 - 10 Apr 2023
Cited by 2 | Viewed by 2468
Abstract
Both constructivist learning and situation-cognitive learning believe that learning outcomes are significantly affected by the context or learning environments. However, since 2019, the world has been ravaged by COVID-19. Under the threat of the virus, many offline activities, such as some practical or [...] Read more.
Both constructivist learning and situation-cognitive learning believe that learning outcomes are significantly affected by the context or learning environments. However, since 2019, the world has been ravaged by COVID-19. Under the threat of the virus, many offline activities, such as some practical or engineering courses, have been subjected to certain restrictions. Virtual Reality (VR) is an emerging, promising, and rapidly developing technology that enables users to obtain a near-real immersion experience by combining technologies such as computer science, communication, vision, etc. In the context of COVID-19, the advantages of VR immersive experiences are highlighted. By constructing a virtual learning environment, VR technology can greatly compensate for the shortage of traditional teaching conditions and help learners to carry out cognitive learning better. However, currently, VR-enhanced cognitive learning is still in its infancy, along with numerous problems and limitations. Therefore, this paper first conducted an in-depth study of some related concepts, such as constructivist learning and situated cognition learning. Then it proposes a general VR-enhanced cognitive learning framework and designs the general steps for constructing learning situations with VR technology. Based on the proposed model and framework, it developed a campus knowledge-learning APP using VR tools. Through a case study, it verified the validity and performance of the model and strategies. Questionnaire survey and experimental results show that the new model achieves a good learning effect and improves the efficiency of learning by at least 20% compared to the traditional learning methods. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume)
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32 pages, 23579 KiB  
Article
From Maps to 3D Models: Reconstructing the Urban Landscape of San Cristóbal de La Laguna in the 16th Century
by Fernando Pérez Nava, Isabel Sánchez Berriel, Jesús Pérez Morera, Norena Martín Dorta, Cecile Meier and Jorge Hernández Rodríguez
Appl. Sci. 2023, 13(7), 4293; https://doi.org/10.3390/app13074293 - 28 Mar 2023
Cited by 1 | Viewed by 1682
Abstract
The use of 3D visualization technologies offers a unique opportunity to reconstruct historical cities that no longer exist or have been substantially modified. In this paper, we use the oldest preserved map of the city of San Cristóbal de La Laguna, created in [...] Read more.
The use of 3D visualization technologies offers a unique opportunity to reconstruct historical cities that no longer exist or have been substantially modified. In this paper, we use the oldest preserved map of the city of San Cristóbal de La Laguna, created in 1588 by the engineer Leonardo Torriani, as the basis for its 3D virtual recreation. This map shows the first non-fortified Spanish colonial city whose plan provided a model for the colonial cities in America. These distinct features made San Cristóbal de La Laguna a UNESCO world heritage site. In our work, we present a map-based workflow for 3D reconstruction that balances fidelity to the original map with the integration of other historical sources and the current status of the city. This leads to the development of several 3D models from those distinct sources whose integration provides the 3D reconstruction of the city in the 16th century. The results of this project can be applied to other similar maps that were created in Europe at that time. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume)
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27 pages, 51480 KiB  
Article
Designing a Large-Scale Immersive Visit in Architecture, Engineering, and Construction
by Rachid Belaroussi, Huiying Dai, Elena Díaz González and Jorge Martín Gutiérrez
Appl. Sci. 2023, 13(5), 3044; https://doi.org/10.3390/app13053044 - 27 Feb 2023
Cited by 4 | Viewed by 1705
Abstract
Throughout history, tools for engineering in the building industry have evolved. Due to the arrival of Industry 4.0, Computer-Aided Design (CAD) and Building Information Modeling (BIM) software have replaced the usage of pens, pencils, and paper in the design process. This paper describes [...] Read more.
Throughout history, tools for engineering in the building industry have evolved. Due to the arrival of Industry 4.0, Computer-Aided Design (CAD) and Building Information Modeling (BIM) software have replaced the usage of pens, pencils, and paper in the design process. This paper describes the work required to design a large-scale immersive visit of a district under construction in a suburban area of Greater Paris, France. As part of this real estate project, called LaVallée, we have access to its city information model: all the BIMs of the works to be carried out including roads, terrain, street furniture, fountains, and landscaping. This paper describes all the technical operations necessary for the design of an immersive 3D model with a high level of detail of the neighborhood with its surroundings. The objective of this technical report was to provide practitioners with feedback on such an achievement based on industrial-level data. The development of the city model begins with the registration of all the BIMs from different firms in a common Geographic Information System: this gives the opportunity to confront the operational requirement of a construction phase and the actual current practice of architecture firms. A first prototype was developed using the archviz tool TwinMotion. In order to increase the realism of the model, we describe the creation of a pipeline in Unreal Engine with the automated tasks of material and mesh replacement and the lighting and landscape configuration. The main contribution of this work is to give relevant experience on building such a large-scale model, with the Python script when possible, as well as the necessary manual steps. It is a valuable contribution to the making of large-scale immersive visits with a high level of detail and their requirements. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume)
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23 pages, 3541 KiB  
Communication
Design Principles of a Mixed-Reality Shopping Assistant System in Omnichannel Retail
by Shubham Jain, Gabriele Obermeier, Andreas Auinger, Dirk Werth and Gabriel Kiss
Appl. Sci. 2023, 13(3), 1384; https://doi.org/10.3390/app13031384 - 20 Jan 2023
Cited by 2 | Viewed by 2309
Abstract
New digital technologies furnish retail managers with new means to enhance consumer experiences in omnichannel retailing. Conceptual academic literature and industry emphasize the promising use of immersive digital displays and their potential benefits for retailers. In this research, we present the design of [...] Read more.
New digital technologies furnish retail managers with new means to enhance consumer experiences in omnichannel retailing. Conceptual academic literature and industry emphasize the promising use of immersive digital displays and their potential benefits for retailers. In this research, we present the design of a personal shopping assistance system that is based on optical see-through mixed-reality technology. Microsoft HoloLens 2 was leveraged as the archetype to realize this novel system, facilitating consumer information search and decision making. The design incorporates various shopping assistance elements (i.e., product information, reviews, recommendations, product availability, videos, a virtual cart, and an option to buy). Users can interact with these elements with gesture-based inputs to navigate through the interface. A qualitative study with 35 participants was conducted to collect users’ feedback and perceptions about the mixed-reality shopping assistant system. Derived from the qualitative feedback, we propose seven design principles that aim to support future designs and developments of mixed-reality shopping applications for head-mounted displays in omnichannel retail: rigor, informativeness, tangibility, summary, comparability, flexibility and holism. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume)
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29 pages, 2963 KiB  
Article
Perceptual Similarities between Artificial Reverberation Algorithms and Real Reverberation
by Huan Mi, Gavin Kearney and Helena Daffern
Appl. Sci. 2023, 13(2), 840; https://doi.org/10.3390/app13020840 - 07 Jan 2023
Viewed by 1567
Abstract
This paper presents a study evaluating the perceptual similarity between artificial reverberation algorithms and acoustic measurements. An online headphone-based listening test was conducted and data were collected from 20 expert assessors. Seven reverberation algorithms were tested in the listening test, including the Dattorro, [...] Read more.
This paper presents a study evaluating the perceptual similarity between artificial reverberation algorithms and acoustic measurements. An online headphone-based listening test was conducted and data were collected from 20 expert assessors. Seven reverberation algorithms were tested in the listening test, including the Dattorro, Directional Feedback Delay Network (DFDN), Feedback Delay Network (FDN), Gardner, Moorer, and Schroeder reverberation algorithms. A new Hybrid Moorer–Schroeder (HMS) reverberation algorithm was included as well. A solo cello piece, male speech, female singing, and a drumbeat were rendered with the seven reverberation algorithms in three different reverberation times (0.266 s, 0.95 s and 2.34 s) as the test conditions. The test was conducted online and based on the Multiple Stimuli with Hidden Reference and Anchor (MUSHRA) paradigm. The reference conditions consisted of the same audio samples convolved with measured binaural room impulse responses (BRIRs) with the same three reverberation times. The anchor was dual-mono 3.5 kHz low pass filtered audio. The similarity between the test audio and the reference audio was scored on a scale of zero to a hundred. Statistical analysis of the results shows that the Gardner and HMS reverberation algorithms are good candidates for exploration of artificial reverberation in Augmented Reality (AR) scenarios in future research. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume)
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12 pages, 1838 KiB  
Article
A Method to Improve the Design of Virtual Reality Games in Healthcare Applied to Increase Physical Activity in Patients with Type 2 Diabetes Mellitus
by Leticia Neira-Tovar, Iván Castilla Rodríguez and Francisco González Salazar
Appl. Sci. 2023, 13(1), 50; https://doi.org/10.3390/app13010050 - 21 Dec 2022
Cited by 1 | Viewed by 1247
Abstract
In recent years, there has been an increase in research related to specific applications or features of virtual reality tools for health care. Each work highlights their findings related to the specific case on which the research was focusing. The present study is [...] Read more.
In recent years, there has been an increase in research related to specific applications or features of virtual reality tools for health care. Each work highlights their findings related to the specific case on which the research was focusing. The present study is a proposal of a design method for virtual reality games for healthcare applications. Virtual reality allows the integration of real physical activity, required for health treatments, and a virtual world that improves the engagement of the patient. The design method is based on the needs that a health treatment faces in terms of motivational activities and challenges to include in a virtual reality scenario, obtained from the investigation of previous works. A treatment benefiting from user exercise was selected as the case to fully describe the design method. Therefore, this paper also describes a virtual reality tool developed to help in the treatment of chronic diseases, such as type 2 diabetes. The tool was used by a group of patients. To evaluate the method and the virtual reality application, two types of tests were applied: a clinical test adapted from previous literature and a usability test focused on the virtual environment. Clinical tests showed low stress and good physical health, while usability tests showed engagement. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume)
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14 pages, 8965 KiB  
Article
Towards the Evaluation of Augmented Reality in the Metaverse: Information Presentation Modes
by Michele Gattullo, Enricoandrea Laviola, Alessandro Evangelista, Michele Fiorentino and Antonio Emmanuele Uva
Appl. Sci. 2022, 12(24), 12600; https://doi.org/10.3390/app122412600 - 08 Dec 2022
Cited by 7 | Viewed by 2020
Abstract
In the future, many activities will be carried out in the Metaverse: hybrid offices and video-based education are just some examples. The way research is carried out could change, too. In this context, this work investigates the possibility of simulating Augmented Reality (AR) [...] Read more.
In the future, many activities will be carried out in the Metaverse: hybrid offices and video-based education are just some examples. The way research is carried out could change, too. In this context, this work investigates the possibility of simulating Augmented Reality (AR) user studies on information presentation in a virtual environment. Organizing an industrial setup is complex; thus, most studies are executed in laboratories. However, lab experiments present limitations, e.g., the number and variety of participants and the availability of facilities. User studies may also be carried out by exploiting simulated AR, as an initial step for the Metaverse, where people are connected regardless of their location. This alternative could be used to carry out experiments on AR information presentation to solve common issues, such as the lack of physical equipment to perform component location tasks and the long time required to collect a large sample of users. Indeed, researchers could propose CAD models with information that simulates the same visual realism achieved with true AR. Moreover, multiple tests could be conducted in parallel by not relying on a limited amount of physical equipment per user. In this work, we developed and evaluated a desktop-simulated testing environment (DSTE) to conduct AR information presentation experiments remotely. We applied it in a pilot user study, revealing that the proposed DSTE was effective for the related research goals. Furthermore, 40 participants reported a positive user experience. The evaluation confirms that using a DSTE is promising for collecting and analyzing data from a wide range of people. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume)
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