Algorithms for Virtual and Augmented Environments

A special issue of Algorithms (ISSN 1999-4893). This special issue belongs to the section "Algorithms for Multidisciplinary Applications".

Deadline for manuscript submissions: closed (30 September 2024) | Viewed by 8227

Special Issue Editors


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Guest Editor
School of Law, University of Milano-Bicocca, 20126 Milan, Italy
Interests: point clouds; localization; mapping; SLAM; signal processing; missile defense; robotics

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Guest Editor
Department of Theoretical and Applied Sciences, University of Insubria, Via Ravasi, 2, 21100 Varese, Italy
Interests: cognitive computing; computational neuroscience; human-computer interaction
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Department of Informatics, Systems and Communication, University of Milano-Bicocca, 20126 Milan, Italy
Interests: brain-computer interfacing; electroencephalography; human-machine interaction; motor imagery; signal processing
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

We invite you to submit your latest research in the area of the development of virtual and augmented reality to this Special Issue, named “Algorithms for virtual and augmented environments”.

Virtual and augmented reality is a topic that is gaining popularity in various fields thanks to recent major advances and the wide availability of hardware devices that are much cheaper and easier to use than before.

Virtual reality has a long history as a training environment for delicate and potentially dangerous tasks, such as flying an airplane. However, the use of these technologies has evolved greatly nowadays. For example, considering the medical field, virtual environments can be exploited to train surgeons and augmented reality can be used to assist in delicate operations. In general, virtual and augmented environments are applied in various disciplines as learning environments.

Other applications include neuropsychology, where these environments are used to help diagnose and treat various conditions, such as Parkinson's disease.

The goal of this special issue is to promote research activities in the field of virtual and augmented reality, especially from an algorithmic point of view. The focus is on multidisciplinary work that demonstrates how this field can be of great benefit to many other disciplines.

Dr. Simone Fontana
Dr. Silvia Corchs
Dr. Aurora Saibene
Guest Editors

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. Algorithms is an international peer-reviewed open access monthly 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 1600 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

  • applications of virtual and augmented reality environments
  • artificial intelligence algorithms for virtual and augmented reality
  • computer vision algorithms for virtual and augmented reality scenarios
  • interfaces for virtual and augmented reality
  • sensors for virtual and augmented reality

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Published Papers (5 papers)

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Research

18 pages, 9219 KiB  
Article
Automated Evaluation Method for Risk Behaviors of Quay Crane Operators at Ports Using Virtual Reality
by Mengjie He, Yujie Zhang, Yi Liu, Yang Shen and Chao Mi
Algorithms 2024, 17(11), 508; https://doi.org/10.3390/a17110508 - 5 Nov 2024
Viewed by 450
Abstract
Currently, the operational risk assessment of quay crane operators at ports relies on manual evaluations based on experience, but this method lacks objectivity and fairness. As port throughput continues to grow, the port accident rate has also increased, making it crucial to scientifically [...] Read more.
Currently, the operational risk assessment of quay crane operators at ports relies on manual evaluations based on experience, but this method lacks objectivity and fairness. As port throughput continues to grow, the port accident rate has also increased, making it crucial to scientifically evaluate the risk behaviors of operators and improve their safety awareness. This paper proposes an automated evaluation method based on a Deep Q-Network (DQN) to assess the risk behaviors of quay crane operators in virtual scenarios. A risk simulation module has been added to the existing automated quay crane remote operation simulation system to simulate potential risks during operations. Based on the collected data, a DQN-based benchmark model reflecting the operational behaviors and decision-making processes of skilled operators has been developed. This model enables a quantitative evaluation of operators’ behaviors, ensuring the objectivity and accuracy of the assessment process. The experimental results show that, compared with traditional manual scoring methods, the proposed method is more stable and objective, effectively reducing subjective biases and providing a reliable alternative to conventional manual evaluations. Additionally, this method enhances operators’ safety awareness and their ability to handle risks, helping them identify and avoid risks during actual operations, thereby ensuring both operational safety and efficiency. Full article
(This article belongs to the Special Issue Algorithms for Virtual and Augmented Environments)
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21 pages, 2552 KiB  
Article
Algorithmic Implementation of Visually Guided Interceptive Actions: Harmonic Ratios and Stimulation Invariants
by Wangdo Kim, Duarte Araujo, MooYoung Choi, Albert Vette and Eunice Ortiz
Algorithms 2024, 17(7), 277; https://doi.org/10.3390/a17070277 - 24 Jun 2024
Viewed by 940
Abstract
This research presents a novel algorithmic implementation to improve the analysis of visually controlled interception and accompanying motor action through the computational application of harmonic ratios and stimulation invariants. Unlike traditional models that focus mainly on psychological aspects, our approach integrates the relevant [...] Read more.
This research presents a novel algorithmic implementation to improve the analysis of visually controlled interception and accompanying motor action through the computational application of harmonic ratios and stimulation invariants. Unlike traditional models that focus mainly on psychological aspects, our approach integrates the relevant constructs into a practical mathematical framework. This allows for dynamic prediction of interception points with improved accuracy and real-time perception–action capabilities, essential for applications in neurorehabilitation and virtual reality. Our methodology uses stimulation invariants as key parameters within a mathematical model to quantitatively predict and improve interception outcomes. The results demonstrate the superior performance of our algorithms over conventional methods, confirming their potential for advancing robotic vision systems and adaptive virtual environments. By translating complex theories of visual perception into algorithmic solutions, this study provides innovative ways to improve motion perception and interactive systems. This study aims to articulate the complex interplay of geometry, perception, and technology in understanding and utilizing cross ratios at infinity, emphasizing their practical applications in virtual and augmented reality settings. Full article
(This article belongs to the Special Issue Algorithms for Virtual and Augmented Environments)
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20 pages, 7017 KiB  
Article
Exploring Virtual Environments to Assess the Quality of Public Spaces
by Rachid Belaroussi, Elie Issa, Leonardo Cameli, Claudio Lantieri and Sonia Adelé
Algorithms 2024, 17(3), 124; https://doi.org/10.3390/a17030124 - 16 Mar 2024
Cited by 1 | Viewed by 1829
Abstract
Human impression plays a crucial role in effectively designing infrastructures that support active mobility such as walking and cycling. By involving users early in the design process, valuable insights can be gathered before physical environments are constructed. This proactive approach enhances the attractiveness [...] Read more.
Human impression plays a crucial role in effectively designing infrastructures that support active mobility such as walking and cycling. By involving users early in the design process, valuable insights can be gathered before physical environments are constructed. This proactive approach enhances the attractiveness and safety of designed spaces for users. This study conducts an experiment comparing real street observations with immersive virtual reality (VR) visits to evaluate user perceptions and assess the quality of public spaces. For this experiment, a high-resolution 3D city model of a large-scale neighborhood was created, utilizing Building Information Modeling (BIM) and Geographic Information System (GIS) data. The model incorporated dynamic elements representing various urban environments: a public area with a tramway station, a commercial street with a road, and a residential playground with green spaces. Participants were presented with identical views of existing urban scenes, both in reality and through reconstructed 3D scenes using a Head-Mounted Display (HMD). They were asked questions related to the quality of the streetscape, its walkability, and cyclability. From the questionnaire, algorithms for assessing public spaces were computed, namely Sustainable Mobility Indicators (SUMI) and Pedestrian Level of Service (PLOS). The study quantifies the relevance of these indicators in a VR setup and correlates them with critical factors influencing the experience of using and spending time on a street. This research contributes to understanding the suitability of these algorithms in a VR environment for predicting the quality of future spaces before occupancy. Full article
(This article belongs to the Special Issue Algorithms for Virtual and Augmented Environments)
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39 pages, 1483 KiB  
Article
Following the Writer’s Path to the Dynamically Coalescing Reactive Chains Design Pattern
by João Paulo Oliveira Marum, H. Conrad Cunningham, J. Adam Jones and Yi Liu
Algorithms 2024, 17(2), 56; https://doi.org/10.3390/a17020056 - 25 Jan 2024
Viewed by 1527
Abstract
Two recent studies addressed the problem of reducing transitional turbulence in applications developed in C# on .NET. The first study investigated this problem in desktop and Web GUI applications and the second in virtual and augmented reality applications using the Unity3D game engine. [...] Read more.
Two recent studies addressed the problem of reducing transitional turbulence in applications developed in C# on .NET. The first study investigated this problem in desktop and Web GUI applications and the second in virtual and augmented reality applications using the Unity3D game engine. The studies used similar solution approaches, but both were somewhat embedded in the details of their applications and implementation platforms. This paper examines these two families of applications and seeks to extract the common aspects of their problem definitions and solution approaches and codify the problem-solution pair as a new software design pattern. To do so, the paper adopts Wellhausen and Fiesser’s writer’s path methodology and follows it systematically to discover and write the pattern, recording the reasoning at each step. To evaluate the pattern, the paper applies it to an arbitrary C#/.NET GUI application. The resulting design pattern is named Dynamically Coalescing Reactive Chains (DCRC). It enables the approach to transitional turbulence reduction to be reused across a range of related applications, languages, and user interface technologies. The detailed example of the writer’s path can assist future pattern writers in navigating through the complications and subtleties of the pattern-writing process. Full article
(This article belongs to the Special Issue Algorithms for Virtual and Augmented Environments)
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18 pages, 7433 KiB  
Article
An Interactive Digital-Twin Model for Virtual Reality Environments to Train in the Use of a Sensorized Upper-Limb Prosthesis
by Alessio Cellupica, Marco Cirelli, Giovanni Saggio, Emanuele Gruppioni and Pier Paolo Valentini
Algorithms 2024, 17(1), 35; https://doi.org/10.3390/a17010035 - 14 Jan 2024
Cited by 2 | Viewed by 2213
Abstract
In recent years, the boost in the development of hardware and software resources for building virtual reality environments has fuelled the development of tools to support training in different disciplines. The purpose of this work is to discuss a complete methodology and the [...] Read more.
In recent years, the boost in the development of hardware and software resources for building virtual reality environments has fuelled the development of tools to support training in different disciplines. The purpose of this work is to discuss a complete methodology and the supporting algorithms to develop a virtual reality environment to train the use of a sensorized upper-limb prosthesis targeted at amputees. The environment is based on the definition of a digital twin of a virtual prosthesis, able to communicate with the sensors worn by the user and reproduce its dynamic behaviour and the interaction with virtual objects. Several training tasks are developed according to standards, including the Southampton Hand Assessment Procedure, and the usability of the entire system is evaluated, too. Full article
(This article belongs to the Special Issue Algorithms for Virtual and Augmented Environments)
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