Applications of Virtual, Augmented and Mixed Reality

A special issue of Electronics (ISSN 2079-9292). This special issue belongs to the section "Computer Science & Engineering".

Deadline for manuscript submissions: 31 December 2024 | Viewed by 1650

Special Issue Editor


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Guest Editor
Institute of Pedagogical Innovation, Research and Excellence, Nanyang Technological University, Singapore 639798, Singapore
Interests: computational and numerical methods; computational social science; complex systems; social physics; learning analytics; learning technologies

Special Issue Information

Dear Colleagues,

The Special Issue on "Applications of Virtual, Augmented, and Mixed Reality" aims to explore and showcase the latest advancements, innovations, and practical applications of these immersive technologies in various domains. The primary aim is to provide a platform where researchers, scholars, and industry professionals can engage and exchange valuable insights, make groundbreaking discoveries, introduce innovative ideas, and chart the path for new and emerging fields through immersive technologies.

This Special Issue seeks to promote the cross-pollination of ideas and expertise among professionals from diverse domains through collaborative efforts that transcend disciplinary boundaries. It seeks to bring together research that addresses both the technical aspects and the real-world applications of virtual-, augmented-, and mixed-reality technologies—collectively termed extended reality (XR). XR is reshaping how we interact with the digital and physical world and is finding applications in a multitude of domains, from healthcare and education to gaming, architecture, and beyond.

This Special Issue is forward-looking and promotes the development of XR capabilities to tackle real-world and emerging challenges. Contributors will have the opportunity to share their expertise, contribute to the growing body of XR knowledge, and engage with a global community of researchers and practitioners. We look forward to innovative research that can showcase how XR solutions can provide tangible and practical solutions to various issues across sectors, impacting society while recognizing the ethical dimensions associated with the adoption of immersive technologies. We invite you to contribute to this issue as it functions as a nexus for fostering collaboration, advancing knowledge, and addressing practical and ethical challenges in the dynamic landscape of XR use.

Topics include, but are not limited to, the following:

  • Spatial computing and 3D interaction paradigms.
  • Immersive content creation and storytelling.
  • Mixed reality in remote collaboration and telepresence.
  • Cross-platform compatibility and interoperability.
  • User experience (UX) design principles.
  • Augmented data visualization and analytics.
  • XR for training and simulation.
  • Gamification and XR in education.
  • Health and well-being applications.
  • Cultural heritage preservation and tourism applications.
  • Ethical, privacy, and security challenges in XR ecosystems.
  • Accessibility considerations in XR.
  • XR use in the industry.

Dr. Joel Weijia Lai
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. Electronics 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

  • immersive technologies
  • spatial computing
  • 3D interaction paradigms
  • immersive content collaboration and creation
  • privacy, ethics, and security challenges

Published Papers (2 papers)

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Research

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23 pages, 4907 KiB  
Article
Examination of Accurate Exocentric Distance Estimates in a Virtual Environment Using a Desktop Display and the Gear VR
by Tibor Guzsvinecz, Judit Szűcs and Erika Perge
Electronics 2024, 13(8), 1536; https://doi.org/10.3390/electronics13081536 - 18 Apr 2024
Viewed by 410
Abstract
Spatial perception plays a critical role in virtual worlds and real environments, as it can impact navigation abilities. To understand this influence, the conducted study investigated the effects of human characteristics and immersion levels on the exocentric distance estimation process in virtual environments. [...] Read more.
Spatial perception plays a critical role in virtual worlds and real environments, as it can impact navigation abilities. To understand this influence, the conducted study investigated the effects of human characteristics and immersion levels on the exocentric distance estimation process in virtual environments. As the first step, a virtual environment was implemented for both desktop and Gear VR head-mounted displays. Afterward, the exocentric distance estimation skills of 229 university students were examined. Out of these students, 157 used the desktop display, and 72 used the Gear VR. Using logistic regression analysis and linear regression analysis methods, their effects on the probabilities of accurate estimates and their estimation times were investigated. According to the results, gender, video game playtime per week, height, and display device had significant effects on the former, whereas dominant hand, video game playtime per week, height, and display device had significant effects on the latter. The results also show that by using the head-mounted display, the likelihood of the students estimating exocentric distances accurately significantly decreased; however, they were significantly faster with it. These findings can influence the development of more accessible and effective virtual environments in the future. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented and Mixed Reality)
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Review

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30 pages, 3930 KiB  
Review
Research on the Application of Extended Reality in the Construction and Management of Landscape Engineering
by Siyu Liu, Xuefeng Zhao, Xiaolin Meng, Weiyu Ji, Liang Liu, Wangbing Li, Yibing Tao, Yunfei Peng and Qiantai Yang
Electronics 2024, 13(5), 897; https://doi.org/10.3390/electronics13050897 - 26 Feb 2024
Viewed by 692
Abstract
Landscape engineering plays a crucial role in urban construction and the development of ecological civilization in China. It actively designs and modifies natural elements, such as water and mountains, acting as the primary living infrastructure. This field continually receives great recognition and praise. [...] Read more.
Landscape engineering plays a crucial role in urban construction and the development of ecological civilization in China. It actively designs and modifies natural elements, such as water and mountains, acting as the primary living infrastructure. This field continually receives great recognition and praise. Recent academic research has prioritized the use of extended reality (XR) technology to create a real-time interactive visual environment to tackle the issues presented by the dynamic nature of landscape engineering. This paper utilizes the PRISMA method to filter out 68 research documents related to XR in landscape engineering construction and management for bibliometric analysis. A comprehensive review is conducted on the precise and efficient utilization of XR to solve various issues in the field of landscape engineering. Using Cite Space 6.2.R6 (a visual bibliometric software) to visualize knowledge structures and research topics, the analysis includes temporal and spatial examination, application scenario analysis, and technological hierarchy analysis. The paper summarizes the current challenges that XR still faces in the landscape engineering field and envisions extensible application scenarios for XR, providing a reference roadmap for the implementation of XR in landscape engineering. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented and Mixed Reality)
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