New Frontiers in Virtual Reality: Methods, Devices and Applications
A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Optics and Lasers".
Deadline for manuscript submissions: closed (28 February 2022) | Viewed by 25855
Special Issue Editors
Interests: physically based global illumination; computational imaging and virtual reality
Interests: visual computing; computational imaging; applied perception; virtual reality
Special Issue Information
Dear Colleagues,
Virtual reality (VR) has the potential to dramatically change the way we create and consume content in our everyday life. This technology has the ability to unlock unprecedented user experiences by allowing for an increased sense of presence, immersion, and engagement. In the last few years, we have witnessed astonishing progress in technological developments, such as capture and display technologies, accompanied by a steady advance in the understanding of cognitive factors regarding user perceptions in this new medium. This has enabled many applications, including in education, entertainment, training, cognitive and psychological therapies, design, communication, and advertising.
For VR to become commonplace and realize its full potential, various aspects of capture and display technologies, computer graphics, computer vision, visualization techniques, and applied perception play a crucial role. This Special Issue welcomes contributions addressing interdisciplinary research challenges towards generating complete, engaging VR experiences. In this Special Issue, original research articles and reviews are welcome. Expected contributions of this Special Issue include, but are not limited to:
- VR systems (capture hardware, displays, and visualization techniques)
- Immersive sensory devices (eye-tracking technologies, motion tracking, haptic devices, etc.)
- 3D environment understanding (tracking, segmentation, recognition, etc.)
- Immersive interfaces and interaction
- Multimodality in VR
- Navigation techniques for VR
- Cognitive factors and perception in VR
- Presence and embodiment
- Content generation and applications (cinematography, telepresence, games, education, cultural heritage, medicine, therapy, training, simulation, etc.)
We look forward to receiving your contributions.
Prof. Dr. Diego Gutierrez
Dr. Ana Serrano
Dr. Qi Sun
Guest Editors
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Keywords
- Virtual reality systems
- 3D environment understanding
- Immersive devices
- Immersive interfaces
- Multimodality
- VR navigation
- Perception in VR
- Presence and embodiment in VR
- VR applications
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