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Virtual Worlds, Volume 4, Issue 1 (March 2025) – 11 articles

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16 pages, 207 KiB  
Article
The Ontology of Virtual Objects in David Chalmers’ Concept of Virtual Realism
by Mariusz Mazurek
Virtual Worlds 2025, 4(1), 11; https://doi.org/10.3390/virtualworlds4010011 - 20 Mar 2025
Viewed by 256
Abstract
This article examines the ontological status of virtual objects in light of contemporary philosophical debates on virtual reality (VR). The main point of departure is an analysis of David Chalmers’ concept of “virtual realism”, which argues that virtual objects can be considered real [...] Read more.
This article examines the ontological status of virtual objects in light of contemporary philosophical debates on virtual reality (VR). The main point of departure is an analysis of David Chalmers’ concept of “virtual realism”, which argues that virtual objects can be considered real because they meet fundamental criteria of reality such as existence, causal power, and non-illusoriness. Chalmers rejects positions that treat virtual objects as fictions or illusions, emphasizing their ability to elicit real effects and shape users’ experiences. Chalmers suggests an ontological equivalence between physical and virtual objects, raising questions about the nature of reality and the criteria for attributing it in the context of dynamic technological changes. In this work, I propose an alternative approach to the ontology of virtual objects, situating them within Karl Popper’s World III. Unlike traditional views that emphasize the digital nature of virtual objects, this perspective treats them as immaterial yet perceptible entities that acquire an autonomous status through their role in intersubjective and cultural processes. This approach refines the debate by offering a framework that distinguishes virtual objects from both physical and purely abstract entities. I argue that virtual objects, though immaterial, can be recognized as real entities due to their ability to generate real perceptual, emotional, and cognitive effects. This approach expands traditional understandings of ontology, offering new perspectives on the nature of reality in a digital context. Full article
21 pages, 10174 KiB  
Article
Digitally Decoding Heritage: Analyzing the Sellman Tenant House Through HBIM and Digital Documentation Techniques
by Botao Li, Danielle S. Willkens, Shadi Alathamneh, Sharon C. Park and Junshan Liu
Virtual Worlds 2025, 4(1), 10; https://doi.org/10.3390/virtualworlds4010010 - 18 Mar 2025
Viewed by 300
Abstract
This study presents a comprehensive digital documentation and preservation effort for the Sellman Tenant House, a historic structure once part of the 18th-century Sellman Plantation in Maryland, USA. This research employs an array of digital technologies, including Terrestrial Laser Scanning (TLS), digital photogrammetry, [...] Read more.
This study presents a comprehensive digital documentation and preservation effort for the Sellman Tenant House, a historic structure once part of the 18th-century Sellman Plantation in Maryland, USA. This research employs an array of digital technologies, including Terrestrial Laser Scanning (TLS), digital photogrammetry, Unmanned Aerial Vehicles (UAVs), 3D virtual tours, and Heritage Building Information Modeling (HBIM), to document and analyze the construction techniques and historical evolution of the house. Given the absence of written records detailing its original construction, this study utilizes data from these digital documentation methods to explore the building’s structure and determine its construction timeline and methods. Additionally, this research investigates the potential of HBIM as an educational platform to enhance public understanding of heritage buildings by creating interactive and accessible digital models. The findings highlight the effectiveness of combining digital tools to decode vernacular construction and showcase the potential of HBIM in preserving and interpreting historic buildings for diverse audiences, especially for educational purposes. This research contributes to the growing field of digital heritage preservation by showcasing a case study of integrating multiple digital technologies to study, preserve, and promote understanding of a culturally significant yet understudied structure. Full article
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14 pages, 3865 KiB  
Article
Empowering Musicians: Innovating Virtual Ensemble Concert Music with Networked Audio Technology
by Jiayue Cecilia Wu
Virtual Worlds 2025, 4(1), 9; https://doi.org/10.3390/virtualworlds4010009 - 14 Mar 2025
Viewed by 383
Abstract
This study investigates the application of network audio technology in performing arts and media art collaborations within virtual environments, analyzing its impact through four case studies. Employing a practice-based research methodology through using a variety of open-source software and communication protocols, it examines [...] Read more.
This study investigates the application of network audio technology in performing arts and media art collaborations within virtual environments, analyzing its impact through four case studies. Employing a practice-based research methodology through using a variety of open-source software and communication protocols, it examines the cultural and social dynamics, creative workflows, and technical frameworks of ensembles leveraging network audio technology for remote recording and virtual production. These projects, recognized internationally within the electroacoustic music community, underscore the potential of network audio to transform virtual music performance, industry practices, and education. The research addresses challenges in internet-based production, particularly in real-time multichannel audio recording, mixing, and production with limited home setups. Insights into managing multiple audio networks effectively and capturing distinct tracks across virtual spaces are presented, offering both creative and technical strategies for virtual music performance and production in emerging digital environments. Full article
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25 pages, 538 KiB  
Article
Virtual Choirs in Care Homes: The Development and Early Assessment of a New Virtual Reality Choir Intervention
by Helena Daffern, Helen Weatherly, Pedro Saramago, Kim Steele, Dana Greaves, Maeve Kavanagh, Lucy Cooney, Jake Spreadborough, Stephen Honnan, Daniel Johnston and Ross Toomer
Virtual Worlds 2025, 4(1), 8; https://doi.org/10.3390/virtualworlds4010008 - 28 Feb 2025
Viewed by 507
Abstract
Engaging with music has been shown to have a positive impact on the quality of life of residents in care homes, who are known to be affected by anxiety, depression and loneliness. Based on the known benefits of in-person singing activities, a new [...] Read more.
Engaging with music has been shown to have a positive impact on the quality of life of residents in care homes, who are known to be affected by anxiety, depression and loneliness. Based on the known benefits of in-person singing activities, a new Virtual Reality (VR) choir application was developed to facilitate group singing, aiming to improve residents’ wellbeing and sense of community. Co-designed with Alzheimer Scotland, the intervention was tested in two care homes for functionality and to develop an approach towards assessing feasibility. Residents participated in scheduled sessions over a five-week period, in addition to staff engaging in independent ad hoc use of the experience with residents. Data on reactions to the intervention, the quality of life of participants and preferences about the outcome instruments were collected. The VR intervention proved technically successful, user-friendly, and allowed multiple users to sing together. Participants and staff showed strong enthusiasm for the intervention, with residents actively engaging in singing and movement, although some residents found the headsets uncomfortable. This suggests that VR choirs could be a valuable, scalable activity in care homes, especially when in-person facilitators are unavailable. Preliminary observations indicated that the intervention was not detrimental to participants’ health; however, the sample size was very small and a larger feasibility study is required to examine the intervention’s effectiveness, scalability, and cost-effectiveness. This research highlights the challenges associated with measuring the feasibility of VR interventions in residential care settings, and the value of capturing qualitative data in an ecological setting that represents the intended use of the intervention. Full article
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1 pages, 138 KiB  
Correction
Correction: Theodoropoulos et al. Developing an Interactive VR CAVE for Immersive Shared Gaming Experiences. Virtual Worlds 2023, 2, 162–181
by Anastasios Theodoropoulos, Dimitra Stavropoulou, Panagiotis Papadopoulos, Nikos Platis and George Lepouras
Virtual Worlds 2025, 4(1), 7; https://doi.org/10.3390/virtualworlds4010007 - 13 Feb 2025
Viewed by 240
Abstract
Text Correction [...] Full article
19 pages, 7445 KiB  
Article
VR-Based Teacher Training Environments: A Systematic Approach for Defining the Optimum Appearance of Virtual Classroom Environments
by Kalliopi Evangelia Stavroulia, Evangelia Baka and Andreas Lanitis
Virtual Worlds 2025, 4(1), 6; https://doi.org/10.3390/virtualworlds4010006 - 1 Feb 2025
Viewed by 902
Abstract
Virtual Reality (VR) technology has the potential to provide end-user teachers with highly engaging and immersive experiences that reflect real-life classroom challenges and, at the same time, offer a safe space for hands-on practice and experimentation, allowing mistakes without potential consequences to the [...] Read more.
Virtual Reality (VR) technology has the potential to provide end-user teachers with highly engaging and immersive experiences that reflect real-life classroom challenges and, at the same time, offer a safe space for hands-on practice and experimentation, allowing mistakes without potential consequences to the class or the fear of affecting actual students. The appearance of the virtual environment is a significant component of user experience, and a carefully designed virtual environment customized to meet the needs of end-users can considerably enhance their experience. This paper aims to reflect on the co-design journey of a VR-based teacher training solution designed by teachers, for teachers. Teachers were actively engaged as co-designers throughout all phases of design—conceptualization, development, testing, and iteration—to ensure that the final VR training tool is aligned with their actual needs and preferences, maximizing the added value and acceptance of the virtual solution. The paper presents findings from a series of user engagement activities, highlighting the diverse perspectives of teachers and the design insights gained from their involvement. Teachers who spend a significant amount of time in classrooms may benefit more from an imaginative space rather than a standard classroom environment. The findings indicate that imaginary virtual classroom settings generate high levels of presence, indicating that users may look for experiences that break from the ordinary. Full article
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19 pages, 432 KiB  
Systematic Review
Extending Peri-Personal Space in Immersive Virtual Reality: A Systematic Review
by Cagatay Karakoc, Chiara Lucifora, Simona Massimino, Sebastiano Nucera and Carmelo Mario Vicario
Virtual Worlds 2025, 4(1), 5; https://doi.org/10.3390/virtualworlds4010005 - 31 Jan 2025
Cited by 1 | Viewed by 1227
Abstract
Peri-personal space (PPS) refers to the area immediately surrounding our body where interactions with objects and others occur. Immersive virtual reality (IVR) offers a controlled and adaptable environment, enabling the precise modulation of PPS boundaries. This provides significant benefits across various fields, including [...] Read more.
Peri-personal space (PPS) refers to the area immediately surrounding our body where interactions with objects and others occur. Immersive virtual reality (IVR) offers a controlled and adaptable environment, enabling the precise modulation of PPS boundaries. This provides significant benefits across various fields, including enhancing spatial awareness, advancing therapeutic interventions, and improving ergonomic designs. This systematic review aims to synthesize and evaluate the existing literature on this topic through various methodologies. To achieve this, three databases, PubMed, Scopus, and Web of Science, were searched following the PRISMA framework. Twenty studies met the eligibility criteria, were assessed for quality, and were included in the review. Across all studies, IVR was utilized to provide multisensory interactions and implement methods were used to manipulate PPS boundaries. The review categorizes PPS extension methods into three main domains: tool-use extension, extension related to tool use, social interaction extension, and embodiment-related extension. The findings confirm IVR’s potential to expand PPS boundaries and offer recommendations for leveraging this technology in future research. This work highlights the importance of IVR in advancing our understanding of PPS and its practical applications across diverse contexts. Full article
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20 pages, 2662 KiB  
Article
A Pilot Study on Mixed-Reality Approaches for Detecting Upper-Limb Dysfunction in Multiple Sclerosis: Insights on Cerebellar Tremor
by Etty Sabatino, Miriam Moschetta, Andrea Lucaroni, Giacinto Barresi, Carlo Ferraresi, Jessica Podda, Erica Grange, Giampaolo Brichetto and Anna Bucchieri
Virtual Worlds 2025, 4(1), 4; https://doi.org/10.3390/virtualworlds4010004 - 30 Jan 2025
Viewed by 752
Abstract
The assessment and rehabilitation of upper-limb functionality are crucial for addressing motor disorders in individuals with multiple sclerosis (PwMS). Traditional methods often lack the sensitivity to quantify subtle motor impairments, with cerebellar tremor diagnosis typically based on subjective visual inspections by clinicians. This [...] Read more.
The assessment and rehabilitation of upper-limb functionality are crucial for addressing motor disorders in individuals with multiple sclerosis (PwMS). Traditional methods often lack the sensitivity to quantify subtle motor impairments, with cerebellar tremor diagnosis typically based on subjective visual inspections by clinicians. This study explored the feasibility of using Microsoft HoloLens2 for motion capture to assess upper-limb function in PwMS. Using the ROCKapp application, kinematic metrics such as movement quality and oculomotor coordination were recorded during pick-and-place tasks. Data from twelve healthy individuals served as benchmarks, while nine PwMS, including three with cerebellar tremor and one with ataxia, were tested to evaluate the tool’s diagnostic potential. Clustering algorithms applied to the kinematic data classified participants into distinct groups, showing that PwMS without cerebellar symptoms sometimes displayed behavior similar to healthy controls. However, those with cerebellar conditions, like tremor and ataxia, were more easily differentiated. While the HoloLens2 shows promise in detecting motor impairments, further refinement is required to improve sensitivity for those without overt cerebellar symptoms. Despite these challenges, this approach offers potential for personalized rehabilitation, providing detailed feedback that could improve interventions and enhance quality of life for PwMS. In conclusion, these findings highlight the potential of mixed-reality tools to refine diagnostic accuracy, suggesting future studies to validate their integration in clinical rehabilitation programs. Full article
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22 pages, 1470 KiB  
Review
Enhancing Presence, Immersion, and Interaction in Multisensory Experiences Through Touch and Haptic Feedback
by Yang Gao and Charles Spence
Virtual Worlds 2025, 4(1), 3; https://doi.org/10.3390/virtualworlds4010003 - 13 Jan 2025
Viewed by 2739
Abstract
In this narrative historical review, we take a closer look at the role of tactile/haptic stimulation in enhancing people’s immersion (and sense of presence) in a variety of entertainment experiences, including virtual reality (VR). An important distinction is highlighted between those situations in [...] Read more.
In this narrative historical review, we take a closer look at the role of tactile/haptic stimulation in enhancing people’s immersion (and sense of presence) in a variety of entertainment experiences, including virtual reality (VR). An important distinction is highlighted between those situations in which digital tactile stimulation and/or haptic feedback are delivered to those (i.e., users/audience members) who passively experience the stimulation and those cases, including VR, where the user actively controls some aspects of the tactile stimulation/haptic feedback that they happen to be experiencing. A further distinction is drawn between visual and/or auditory VR, where some form of tactile/haptic stimulation is added, and what might be classed as genuinely haptic VR, where the active user/player experiences tactile/haptic stimulation that is effortlessly interpreted in terms of the objects and actions in the virtual world. We review the experimental evidence that has assessed the impact of adding a tactile/haptic element to entertainment experiences, including those in VR. Finally, we highlight some of the key challenges to the growth of haptic VR in the context of multisensory entertainment experiences: these include those of a technical, financial, psychological (namely, the fact that tactile/haptic stimulation often needs to be interpreted and can reduce the sense of immersion in many situations), psycho-physiological (such as sensory overload or fatigue), physiological (e.g., relating to the large surface area of the skin that can potentially be stimulated), and creative/artistic nature. Full article
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1 pages, 121 KiB  
Correction
Correction: Salman, A. Field Trips and Their Effect on Student Learning: A Comparison of Knowledge Assessment for Physical versus Virtual Field Trips in a Construction Management Course. Virtual Worlds 2023, 2, 290–302
by Amna Salman
Virtual Worlds 2025, 4(1), 2; https://doi.org/10.3390/virtualworlds4010002 - 8 Jan 2025
Viewed by 291
Abstract
In the original publication [...] Full article
30 pages, 448 KiB  
Article
Cybersecurity and Privacy Challenges in Extended Reality: Threats, Solutions, and Risk Mitigation Strategies
by Mohammed El-Hajj
Virtual Worlds 2025, 4(1), 1; https://doi.org/10.3390/virtualworlds4010001 - 30 Dec 2024
Cited by 1 | Viewed by 2365
Abstract
Extended Reality (XR), encompassing Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), enables immersive experiences across various fields, including entertainment, healthcare, and education. However, its data-intensive and interactive nature introduces significant cybersecurity and privacy challenges. This paper presents a detailed adversary [...] Read more.
Extended Reality (XR), encompassing Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), enables immersive experiences across various fields, including entertainment, healthcare, and education. However, its data-intensive and interactive nature introduces significant cybersecurity and privacy challenges. This paper presents a detailed adversary model to identify threat actors and attack vectors in XR environments. We analyze key risks, including identity theft and behavioral data leakage, which can lead to profiling, manipulation, or invasive targeted advertising. To mitigate these risks, we explore technical solutions such as Advanced Encryption Standard (AES), Rivest–Shamir–Adleman (RSA), and Elliptic Curve Cryptography (ECC) for secure data transmission, multi-factor and biometric authentication, data anonymization techniques, and AI-driven anomaly detection for real-time threat monitoring. A comparative benchmark evaluates these solutions’ practicality, strengths, and limitations in XR applications. The findings emphasize the need for a holistic approach, combining robust technical measures with privacy-centric policies, to secure XR ecosystems and ensure user trust. Full article
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