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Virtual Reality Based Serious Games: Developments 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: closed (31 August 2024) | Viewed by 1652

Special Issue Editors


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Guest Editor
Architecture Representation Department, Polythecnic University of Catalonia, 08184 Barcelona, Spain
Interests: architecture; serious games, video games; virtual reality; augmented reality; enhanced learning
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
School of New Interactive Technologies, University of Barcelona, 08184 Barcelona, Spain
Interests: serious games; video games; gamigication; enhanced learning

Special Issue Information

Dear Colleagues,

Advancements in technology, devices and interactive tools have increased the possibilities of serious gaming and virtual reality (VR). VR offers experiences that go beyond traditional entertainment, with immersive experiences in multiple areas that are applicable to the real world. Project research has increased the possibility of generating immersive experiences in multiple user profiles, and in applications as diverse as health, industry, sports, culture, training, etc. The VR of serious games has managed to be a medium that offers many advantages, such as anticipating results, cost saving, validating methodologies, reducing the time taken to reach objectives, etc. Education and training is a very clear example of how VR can improve the skills of users. General industry and medicine use VR for cost-intensive, complex process improvement research in real-world simulation environments. Other sectors apply VR for the creation of content in video games, cinema, advertising, etc. Research has demonstrated that VR allows users to access information from the immersive experience in a way that other traditional media do not, increasing the capabilities of the users themselves. This Special Issue aims to provide high-quality research addressing theoretical and applied aspects of software and hardware developments in the realm of serious VR gaming.

Dr. Isidro Navarro-Delgado
Dr. Oscar García Pañella
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. 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

  • serious games
  • video games
  • virtual reality
  • augmented reality
  • enhanced learning

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Published Papers (1 paper)

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Research

19 pages, 3852 KiB  
Article
Transforming Interactive Educational Content into Immersive Virtual Reality Learning Objects
by Pranas Jaruševičius, Lukas Paulauskas, Vaidotas Drungilas, Mantas Jurgelaitis and Tomas Blažauskas
Appl. Sci. 2024, 14(14), 6366; https://doi.org/10.3390/app14146366 - 22 Jul 2024
Cited by 2 | Viewed by 711
Abstract
Currently, the integration of immersive virtual reality applications into learning management systems is limited, which disadvantages kinesthetic learners, as the majority of learning material is mostly written or visual in nature. This research presents a method on how to transform existing conventional learning [...] Read more.
Currently, the integration of immersive virtual reality applications into learning management systems is limited, which disadvantages kinesthetic learners, as the majority of learning material is mostly written or visual in nature. This research presents a method on how to transform existing conventional learning material into immersive virtual reality and integrate it into learning management systems, demonstrating it with a pilot study and an immersive virtual reality application prototype. The prototype application uses WebXR technology and provides integration into the Moodle learning management system using the Sharable Content Object Reference Model standard. The developed learning object was evaluated using the System Usability Scale, Web-based Learning Tool evaluation scale and the igroup Presence Questionnaire. The results of the pilot study revealed that the learning object performed above average in all tested fields and is preferable to established non-IVR solutions. Full article
(This article belongs to the Special Issue Virtual Reality Based Serious Games: Developments and Applications)
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