Extended or Mixed Reality (AR + VR): Technology and Applications

A special issue of Computers (ISSN 2073-431X).

Deadline for manuscript submissions: 30 June 2024 | Viewed by 6034

Special Issue Editor


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Guest Editor
1. Department of Engineering, University of Trás-os-Montes e Alto Douro, 5000-801 Vila Real, Portugal
2. Institute for Systems and Computer Engineering, Technology and Science (INESC TEC), 4200-465 Porto, Portugal
Interests: computer graphics; HDR; virtual reality

Special Issue Information

Dear Colleagues,

Virtual Reality (VR) and Augmented Reality (AR) technologies have been evolving at a fast pace, to a point where it is possible to create solutions that can be integrated seamlessly in a real usage context. These solutions can be leveraged in diverse application areas such as entertainment, education, medicine, and tourism. This Special Issue aims to explore multifaceted dimensions of XR, MR, and VR and provide a comprehensive overview of the latest developments, challenges, and research directions of the field. Novel research articles, comprehensive reviews, and survey articles are all welcome.

The key topics covered include:

  • Advances in XR, MR, AR, and VR hardware and software technologies;
  • User experience, perception, and cognitive aspects of XR, MR, AR, and VR, including multisensory stimulation;
  • Collaborative and social XR, MR, AR, and VR environments;
  • Interaction techniques in immersive experiences;
  • Industrial applications of XR, MT, AR, and VR.

Dr. Miguel Correia Melo
Guest Editor

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

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. Computers is an international peer-reviewed open access monthly 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 1800 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

  • virtual reality
  • mixed reality
  • augmented reality
  • serious games
  • multisensory immersive experiences

Published Papers (4 papers)

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13 pages, 858 KiB  
Article
User Experience in Neurofeedback Applications Using AR as Feedback Modality
by Lisa Maria Berger, Guilherme Wood and Silvia Erika Kober
Computers 2024, 13(5), 110; https://doi.org/10.3390/computers13050110 - 23 Apr 2024
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Abstract
Neurofeedback (NF) is a brain–computer interface in which users can learn to modulate their own brain activation while receiving real-time feedback thereof. To increase motivation and adherence to training, virtual reality has recently been used as a feedback modality. In the presented study, [...] Read more.
Neurofeedback (NF) is a brain–computer interface in which users can learn to modulate their own brain activation while receiving real-time feedback thereof. To increase motivation and adherence to training, virtual reality has recently been used as a feedback modality. In the presented study, we focused on the effects of augmented reality (AR) based visual feedback on subjective user experience, including positive/negative affect, cybersickness, flow experience, and experience with the use of this technology, and compared it with a traditional 2D feedback modality. Also, half of the participants got real feedback and the other half got sham feedback. All participants performed one NF training session, in which they tried to increase their sensorimotor rhythm (SMR, 12–15 Hz) over central brain areas. Forty-four participants received conventional 2D visual feedback (moving bars on a conventional computer screen) about real-time changes in SMR activity, while 45 participants received AR feedback (3D virtual flowers grew out of a real pot). The subjective user experience differed in several points between the groups. Participants from the AR group received a tendentially higher flow score, and the AR sham group perceived a tendentially higher feeling of flow than the 2D sham group. Further, participants from the AR group reported a higher technology usability, experienced a higher feeling of control, and perceived themselves as more successful than those from the 2D group. Psychological factors like this are crucial for NF training motivation and success. In the 2D group, participants reported more concern related to their performance, a tendentially higher technology anxiety, and also more physical discomfort. These results show the potential advantage of the use of AR-based feedback in NF applications over traditional feedback modalities. Full article
(This article belongs to the Special Issue Extended or Mixed Reality (AR + VR): Technology and Applications)
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22 pages, 11159 KiB  
Article
Reviving Antiquity in the Digital Era: Digitization, Semantic Curation, and VR Exhibition of Contemporary Dresses
by Aldo Xhako, Antonis Katzourakis, Theodoros Evdaimon, Emmanouil Zidianakis, Nikolaos Partarakis and Xenophon Zabulis
Computers 2024, 13(3), 57; https://doi.org/10.3390/computers13030057 - 22 Feb 2024
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Abstract
In this paper, we present a comprehensive methodology to support the multifaceted process involved in the digitization, curation, and virtual exhibition of cultural heritage artifacts. The proposed methodology is applied in the context of a unique collection of contemporary dresses inspired by antiquity. [...] Read more.
In this paper, we present a comprehensive methodology to support the multifaceted process involved in the digitization, curation, and virtual exhibition of cultural heritage artifacts. The proposed methodology is applied in the context of a unique collection of contemporary dresses inspired by antiquity. Leveraging advanced 3D technologies, including lidar scanning and photogrammetry, we meticulously captured and transformed physical garments into highly detailed digital models. The postprocessing phase refined these models, ensuring an accurate representation of the intricate details and nuances inherent in each dress. Our collaborative efforts extended to the dissemination of this digital cultural heritage, as we partnered with the national aggregator in Greece, SearchCulture, to facilitate widespread access. The aggregation process streamlined the integration of our digitized content into a centralized repository, fostering cultural preservation and accessibility. Furthermore, we harnessed the power of these 3D models to transcend traditional exhibition boundaries, crafting a virtual experience that transcends geographical constraints. This virtual exhibition not only enables online exploration but also invites participants to immerse themselves in a captivating virtual reality environment. The synthesis of cutting-edge digitization techniques, cultural aggregation, and immersive exhibition design not only contributes to the preservation of contemporary cultural artifacts but also redefines the ways in which audiences engage with and experience cultural heritage in the digital age. Full article
(This article belongs to the Special Issue Extended or Mixed Reality (AR + VR): Technology and Applications)
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22 pages, 23271 KiB  
Article
The Role of Situatedness in Immersive Dam Visualization: Comparing Proxied with Immediate Approaches
by Nuno Verdelho Trindade, Pedro Leitão, Daniel Gonçalves, Sérgio Oliveira and Alfredo Ferreira
Computers 2024, 13(2), 35; https://doi.org/10.3390/computers13020035 - 27 Jan 2024
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Abstract
Dam safety control is a multifaceted activity that requires analysis, monitoring, and structural behavior prediction. It entails interpreting vast amounts of data from sensor networks integrated into dam structures. The application of extended reality technologies for situated immersive analysis allows data to be [...] Read more.
Dam safety control is a multifaceted activity that requires analysis, monitoring, and structural behavior prediction. It entails interpreting vast amounts of data from sensor networks integrated into dam structures. The application of extended reality technologies for situated immersive analysis allows data to be contextualized directly over the physical referent. Such types of visual contextualization have been known to improve analytical reasoning and decision making. This study presents DamVR, a virtual reality tool for off-site, proxied situated structural sensor data visualization. In addition to describing the tool’s features, it evaluates usability and usefulness with a group of 22 domain experts. It also compares its performance with an existing augmented reality tool for the on-site, immediate situated visualization of structural data. Participant responses to a survey reflect a positive assessment of the proxied situated approach’s usability and usefulness. This approach shows a decrease in performance (task completion time and errors) for more complex tasks but no significant differences in user experience scores when compared to the immediate situated approach. The findings indicate that while results may depend strongly on factors such as the realism of the virtual environment, the immediate physical referent offered some advantages over the proxied one in the contextualization of data. Full article
(This article belongs to the Special Issue Extended or Mixed Reality (AR + VR): Technology and Applications)
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23 pages, 545 KiB  
Systematic Review
Application of Augmented Reality Interventions for Children with Autism Spectrum Disorder (ASD): A Systematic Review
by A. B. M. S. U. Doulah, Mirza Rasheduzzaman, Faed Ahmed Arnob, Farhana Sarker, Nipa Roy, Md. Anwar Ullah and Khondaker A. Mamun
Computers 2023, 12(10), 215; https://doi.org/10.3390/computers12100215 - 23 Oct 2023
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Abstract
Over the past 10 years, the use of augmented reality (AR) applications to assist individuals with special needs such as intellectual disabilities, autism spectrum disorder (ASD), and physical disabilities has become more widespread. The beneficial features of AR for individuals with autism have [...] Read more.
Over the past 10 years, the use of augmented reality (AR) applications to assist individuals with special needs such as intellectual disabilities, autism spectrum disorder (ASD), and physical disabilities has become more widespread. The beneficial features of AR for individuals with autism have driven a large amount of research into using this technology in assisting against autism-related impairments. This study aims to evaluate the effectiveness of AR in rehabilitating and training individuals with ASD through a systematic review using the PRISMA methodology. A comprehensive search of relevant databases was conducted, and 25 articles were selected for further investigation after being filtered based on inclusion criteria. The studies focused on areas such as social interaction, emotion recognition, cooperation, learning, cognitive skills, and living skills. The results showed that AR intervention was most effective in improving individuals’ social skills, followed by learning, behavioral, and living skills. This systematic review provides guidance for future research by highlighting the limitations in current research designs, control groups, sample sizes, and assessment and feedback methods. The findings indicate that augmented reality could be a useful and practical tool for supporting individuals with ASD in daily life activities and promoting their social interactions. Full article
(This article belongs to the Special Issue Extended or Mixed Reality (AR + VR): Technology and Applications)
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