Enhancing User Experience in Virtual Reality Environments: Innovative Interaction Design Strategies

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 July 2024 | Viewed by 398

Special Issue Editors


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Guest Editor
Department of Computer Science, University of Milan, 20133 Milan, Italy
Interests: network architectures; distributed systems; multimedia transmission
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
Department of Computer Science, University of Milan, 20133 Milan, Italy
Interests: computer graphics; video game programming; game engine architectures; procedural content generation; artificial intelligence for video games
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Nowadays, with the surge of Virtual Reality (VR) hardware and software, we are witnessing a new dawn for immersive and interactive applications. This new generation of applications calls for new approaches to defining, measuring, and implementing User Experience (UX) and advanced interaction methodologies.

Today, designing a high-resolution, quasi-realistic 3D environment is no longer enough to foster emotions and convey a compelling experience to users. In order to improve the state of the art, a number of additional factors must be taken into account. Coordination is required to enhance the User Experience inside a Virtual Reality environment as well as to provide advanced methods with which to interact with the virtual world in a collaborative manner with other remote participants.

This Special Issue offers an opportunity for researchers to present high-quality, original works on the improvement of UX in VR environments. Contributions focused on the enhancement of perception and involvement of users in VR environments, as well as methodologies for designing extended experience, innovative interaction approaches, and next-generation applications, are particularly welcome. Moreover, papers addressing the difficulties in designing hardware and architecture (both software- and network-oriented) for VR and Augmented Reality (AR) are of interest.

Dr. Dario Maggiorini
Dr. Davide Gadia
Guest Editors

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Keywords

  • virtual reality
  • virtual environments
  • user experience
  • human–computer interaction
  • interaction design
  • augmented reality

Published Papers (1 paper)

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Research

27 pages, 1982 KiB  
Article
Current Perceptions of Virtual Reality Technology
by Rebecca L. Hornsey and Paul B. Hibbard
Appl. Sci. 2024, 14(10), 4222; https://doi.org/10.3390/app14104222 - 16 May 2024
Viewed by 131
Abstract
User experience is a key predictor of future use of goods and services. The presented study collected a combination of qualitative and quantitative data from both experienced users and novices about their perceptions of virtual reality (VR) equipment, any concerns surrounding the data [...] Read more.
User experience is a key predictor of future use of goods and services. The presented study collected a combination of qualitative and quantitative data from both experienced users and novices about their perceptions of virtual reality (VR) equipment, any concerns surrounding the data collected by the equipment, and facets that needed to be taken into consideration for future developments. The purpose of this research was to understand the current user experience of VR and ways in which it can be improved. The findings indicated that the majority of people have used VR, albeit infrequently, and that the most common use for it was for entertainment purposes. The most important characteristics of VR systems were judged to be the available content and price. While it was reported to be enjoyable to use, the ways in which it was suggested to be improved were through a reduction in size and weight of the headsets, and incorporating wireless capabilities. Concerns about the use of VR were the potential for sickness, discomfort, and eye strain, the disconnect from the real world and the subsequent risks that this poses, as well as the use and privacy of user data. The findings from this research can be used as a stepping stone toward the advancement of VR technologies. Full article
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