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Virtual and Augmented Reality: Theory, Methods, and 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 March 2025 | Viewed by 3234

Special Issue Editor


E-Mail Website
Guest Editor
Wisconsin Institute for Discovery, University of Wisconsin-Madison, Madison, WI, USA
Interests: virtual reality; augmented reality; mixed reality
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

As VR/AR technologies mature, their impact will continue to permeate every aspect of our lives. These technologies have shown themselves to be a powerful tool in creating novel methods for enhanced learning and training, providing experiences that would not otherwise be possible. Likewise, these technologies have been shown to have a transformative impact on healthcare, providing opportunities for everything from phobia treatment and surgical simulations to novel forms of physical therapy. Beyond this, VR and AR technologies have seen growing interest in the field of entertainment, providing new types of gaming experiences, enhancements to live events, and a new means of storytelling. Finally, these technologies have shown themselves to be powerful tools for boosting communication and social interaction, breaking down existing barriers of language and proximity.

This Special Issue aims to be at the forefront of this exciting journey, providing a forum for researchers to share their insights, discoveries, and creative endeavors. We encourage original submissions that explore the theoretical, methodological, and applicational landscapes of VR/AR, fostering a collaborative space for advancing this revolutionary field. In particular, articles may explore the theoretical underpinnings that guide the development of these technologies, examining questions of perception, embodiment, and human–computer interaction. Likewise, articles may explore the diverse methodologies driving innovation, from advancements in hardware and software to novel design practices and user-centered research. Finally, articles may explore the transformative potential of VR/AR in areas such as education, healthcare, training, and entertainment. Areas of interest include, but are not limited to, the following:

  • Explorations of the theoretical underpinnings that create virtual or mixed reality experiences;
  • Explorations of the human side of virtual and augmented reality, including work related to perception, embodiment, and user-interface design;
  • Explorations of the development of hardware and/or software solutions that create novel forms of virtual and/or augmented reality experiences;
  • Applications that utilize virtual and augmented reality technologies for novel purposes.

Original work that highlights the latest research and technical development is encouraged, but review papers and comparative studies are also welcome.

Dr. Kevin Ponto
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. 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

  • virtual reality
  • augmented reality
  • mixed reality
  • applications
  • methods
  • embodiment
  • perception
  • systems
  • theories

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Published Papers (3 papers)

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Research

20 pages, 8342 KiB  
Article
Portable VR Welding Simulator
by Dariusz Michalak, Magdalena Rozmus, Jarosław Tokarczyk and Kamil Szewerda
Appl. Sci. 2024, 14(17), 7687; https://doi.org/10.3390/app14177687 - 30 Aug 2024
Viewed by 921
Abstract
In many industries, there is a continuous high demand for skilled welders. Practical training in welding is cost- and time-intensive. To reduce this problem, VR welding simulators have been developed in recent years. They vary in terms of portability, hardware and software components, [...] Read more.
In many industries, there is a continuous high demand for skilled welders. Practical training in welding is cost- and time-intensive. To reduce this problem, VR welding simulators have been developed in recent years. They vary in terms of portability, hardware and software components, and functionalities. In this paper, a VR simulator to support practical training in MIG/MAG welding, as a highly portable and affordable solution, is presented. Its only hardware components are an off-the-shelf mobile VR set, a welding torch, and welding coupons that are manufactured using the FDM 3D printing method. The software part is accessed and used via an Internet browser. An important feature of the simulator is also the possibility to differ immersion in the working environment while carrying out virtual welding, which makes the solution also usable for users prone to cybersickness. The VR welding simulator was refined based on feedback obtained during pilot tests. The test participants found it a useful aid for welders’ training, which justifies further work on its development and integration into the teaching of welding in educational and training units. Full article
(This article belongs to the Special Issue Virtual and Augmented Reality: Theory, Methods, and Applications)
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19 pages, 5746 KiB  
Article
Exploring Usability, Emotional Responses, Flow Experience, and Technology Acceptance in VR: A Comparative Analysis of Freeform Creativity and Goal-Directed Training
by Yu-Min Fang
Appl. Sci. 2024, 14(15), 6737; https://doi.org/10.3390/app14156737 - 1 Aug 2024
Viewed by 711
Abstract
This study compared two virtual reality (VR) interaction modes and assessed differences in characteristics, namely usability, emotional responses, flow experience, technology acceptance, activity effectiveness, preference, and satisfaction, aiming to gain insights for proposing design suggestions. The two types of VR interaction examined were [...] Read more.
This study compared two virtual reality (VR) interaction modes and assessed differences in characteristics, namely usability, emotional responses, flow experience, technology acceptance, activity effectiveness, preference, and satisfaction, aiming to gain insights for proposing design suggestions. The two types of VR interaction examined were freeform creativity, which enabled users to autonomously explore and create using the Gravity Sketch drawing program, and goal-directed training, which involved structured task completion by using a VR dumbbell exercise program developed with Unity. This study involved 33 participants and revealed three key findings. First, both VR modes exhibited excellent results in terms of flow experience, technology acceptance, preference, and satisfaction and evoked strong positive emotions. They also demonstrated shared VR advantages, including overcoming screen constraints and facilitating three-dimensional spatial activities. Second, compared with goal-directed training, freeform creativity elicited greater levels of pleasure, evoked more intense emotional responses, and demonstrated superior performance across related indicators. Third, in terms of usability, goal-directed training surpassed freeform creativity, particularly in overall responsiveness, simplicity, and clarity of information presentation, and learnability, underscoring the importance of enhancing usability for complex tasks in VR application design. These findings offer valuable insights for crafting more appealing, practical, and user-friendly VR systems in the future. Full article
(This article belongs to the Special Issue Virtual and Augmented Reality: Theory, Methods, and Applications)
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10 pages, 1219 KiB  
Article
Deceptive Modulation of Actual and Perceived Effort While Walking Using Immersive Virtual Reality: A Teleoanticipatory Approach
by Trent Yamamoto, Trinabh K. Sahni, Corinne A. McCabe, Trevor L. Nguyen, August E. Blatney, Ross J. Lechner, Thalia H. Nguyen, Dominic M. Benna, Jason P. Farrales, Mitchell S. Mologne, Eric V. Neufeld and Brett A. Dolezal
Appl. Sci. 2024, 14(14), 6072; https://doi.org/10.3390/app14146072 - 12 Jul 2024
Viewed by 767
Abstract
Virtual reality and technology-driven ‘exergaming’ have grown in tandem to expand the possibilities of exercise. However, few studies have investigated these aspects together in the context of treadmill walking. This study examined the effects of immersive virtual reality (IVR) on heart rate (HR) [...] Read more.
Virtual reality and technology-driven ‘exergaming’ have grown in tandem to expand the possibilities of exercise. However, few studies have investigated these aspects together in the context of treadmill walking. This study examined the effects of immersive virtual reality (IVR) on heart rate (HR) and ratings of perceived exertion (RPE) while walking on a treadmill at three different speeds, only one of which was disclosed to participants. Using a single-blinded, randomized control trial with a crossover research design, sixteen college-aged adults (eight females, mean age of 20.5 ± 1.2 years) were randomly assigned a testing order for six trials of treadmill walking. Three 10 min trials were conducted with IVR and three were conducted without on two separate days; a 3 min break was given in between trials. Borg RPE scores were assessed after each trial, while HR was monitored throughout. The IVR trials produced lower mean RPE scores in comparison to the non-IVR group at 3.5 and 3.7 mph. The IVR trials also yielded a lower mean HR compared to the non-IVR trials at the highest speed of 3.7 mph. These findings suggest that IVR may be able to attenuate RPE scores and HR while walking on a treadmill. Full article
(This article belongs to the Special Issue Virtual and Augmented Reality: Theory, Methods, and Applications)
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