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Recent Research on Digital Reality

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 2039

Special Issue Editor


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Guest Editor
Department of Telecommunications, Széchenyi István University, H-9026 Gyor, Hungary
Interests: psychoacoustics; virtual reality; assistive technology; auralization

Special Issue Information

Dear Colleagues,

The concept of Digital Reality (DR) involves technical solutions using augmented and virtual environments—including audiovisual and tactile/haptic modalities—with a view towards functionally integrated digital ecosystems. DR can be expected to be assisted not only by increasingly high-fidelity I/O devices, but also by real-time, high-speed network connections, and sophisticated AI methods. Furthermore, DR research also focuses on cognitive aspects and human factors, i.e., how users perceive and interact with fully immersive 360-degree scenarios. The various forms of "Internet of somethings" are now covered under the umbrella term Internet of Digital Reality (IoD), which deals with digital cognitive entities and their networked communication. In the era of 5G enhanced communication, virtual environments, metaverses, multimodal HCI and widespread AI solutions, the synthesis of interdisciplinary fields is inevitable. This Special Issue invites technical papers with a focus on any combination of technologies contributing to the vision of Digital Reality.

Dr. György Wersényi
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.

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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 and augmented realities
  • cognitive infocommunication
  • 3D immersion
  • human factors

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Published Papers (2 papers)

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Research

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19 pages, 4622 KiB  
Article
Exploring Historical Monuments and Learning History through an Augmented Reality Enhanced Serious Game
by Athanasios Bekas and Stelios Xinogalos
Appl. Sci. 2024, 14(15), 6556; https://doi.org/10.3390/app14156556 - 26 Jul 2024
Viewed by 638
Abstract
Theoretical subjects, such as history, usually do not attract the interest of students and as a result educational games and serious games that use augmented reality (AR) are increasingly used as a means of supporting education. It is believed that these games can [...] Read more.
Theoretical subjects, such as history, usually do not attract the interest of students and as a result educational games and serious games that use augmented reality (AR) are increasingly used as a means of supporting education. It is believed that these games can make the lesson more engaging and contribute to improving student performance. However, relevant research is limited. The present research presents the AR-enhanced serious game “Exploring Ancient Greece” that aims at supporting 10- to 14-year-old students in learning the history of Ancient Greece. It consists of three levels that include: a presentation of archaeological sites with AR that gives students the chance to explore places of historical interest; a trivia game that includes an AR presentation of a monument or piece of art somewhere in the physical surroundings of the students; and an escape room where the player is trapped in an archaeological site and tries to solve riddles to find the exit. To evaluate the game, an empirical study was conducted involving students between the ages of 10 and 14 who answered knowledge questions before and after playing the game, completed a questionnaire including questions based on the System Usability Scale (SUS), as well as questions for evaluating their experience, and answered oral questions. Based on the results of this study, students improved their knowledge of history, evaluated the game positively and stated that they prefer the use of serious games and AR in education. Full article
(This article belongs to the Special Issue Recent Research on Digital Reality)
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Review

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16 pages, 1772 KiB  
Review
Virtual Reality for Spatial Planning and Emergency Situations: Challenges and Solution Directions
by Reinout Wiltenburg, Frida Ruiz Mendoza, William Hurst and Bedir Tekinerdogan
Appl. Sci. 2024, 14(9), 3595; https://doi.org/10.3390/app14093595 - 24 Apr 2024
Viewed by 895
Abstract
The notion of the smart city involves embedding Industry 4.0 technologies to improve the lives of inhabitants in urban environments. Within this context, smart city data layers (SCDLs) concern the integration of extra tiers of information for the purposes of improving communication potential. [...] Read more.
The notion of the smart city involves embedding Industry 4.0 technologies to improve the lives of inhabitants in urban environments. Within this context, smart city data layers (SCDLs) concern the integration of extra tiers of information for the purposes of improving communication potential. Under the Industry 4.0 technology grouping, advanced communication technologies, such as virtual reality (VR), further the opportunities to model, recreate, evaluate and communicate scenarios that potentially improve citizens lives at multiple SCDL scales in a smart cities context. The use of added contextual information in SCDLs is of special interest for emergency planning situations at the building scale. In this research, a literature review to understand the current approaches for the use, development and evaluation of VR applications in the context of emergency planning was conducted. The results indicated four main categories of relevant challenges for these types of applications, for which recommendations and a roadmap for VR development are presented. In total, the study identified 10 commonly occurring challenges (e.g., optimization and discomfort) and 19 solution directions (e.g., model construction and spatial directions) in related articles when considering the development of VR for spatial planning and emergency situations. Full article
(This article belongs to the Special Issue Recent Research on Digital Reality)
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