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Human–Computer Interaction and Virtual Environments

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Computing and Artificial Intelligence".

Deadline for manuscript submissions: 20 February 2025 | Viewed by 7542

Special Issue Editors


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Guest Editor
Department of Civil and Industrial Engineering, University of Pisa, 56122 Pisa, Italy
Interests: extended reality; human–computer interaction; natural user interfaces; intelligent virtual agents.

E-Mail Website
Guest Editor
Department of Mechanical Engineering, Politecnico di Milano, 20156 Milano, Italy
Interests: virtual and augmented reality; user experience design; virtual and physical prototyping; human–computer interaction; usability

Special Issue Information

Dear Colleagues,

The fields of human–computer interaction (HCI) and extended reality (XR) are closely connected, given that they both focus on technologies that enhance interactions between humans, computers, and virtual environments, thereby fostering numerous societally beneficial applications. HCI is dedicated to refining interfaces by innovating in terms of both software and hardware designs and incorporating cutting-edge technologies such as machine learning, gesture recognition, and biosignal processing. Advancements in HCI drive not only technological progress but also facilitate seamless interactions in both real and virtual settings, enhancing the extended reality experience overall. XR, encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR), blurs the boundaries between the real and virtual worlds, creating a spectrum of applications in numerous fields.

This Special Issue invites contributions that explore pioneering research at the intersection of HCI and virtual environments, and which shape the evolving landscape of these dynamic fields.

Topics include, but are not limited to:

  • HCI and XR Innovations: novel approaches in software and hardware design, gesture recognition, behavioral analytics, virtual assistants, and wearable interfaces;
  • Virtual Environments: research on XR technologies, spanning diverse fields such as education, healthcare, entertainment, and architecture;
  • User Experience (UX): a focus on enhancing UX in virtual environments through studies on interaction, interface design, and the field’s psychological aspects;
  • Technological Advancements: highlighting progress in supporting technologies, including machine learning, biometric sensing, haptics, and sensory feedback;
  • Applications and Impact: exploration of real-world applications and impact assessments of HCI and XR;
  • Ethical Considerations: discussions on ethical implications, addressing issues such as accessibility, responsible development, and the use of immersive technologies.

Dr. Beatrice Aruanno
Prof. Dr. Monica Bordegoni
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

  • extended reality
  • human–computer interaction
  • user experience
  • digital environments
  • immersive technologies
  • natural user interfaces

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Published Papers (7 papers)

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Research

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15 pages, 282 KiB  
Article
Applicability of Virtual Excursions in Technical Subjects Teaching
by Peter Kuna, Alena Hašková and Ľuboš Borza
Appl. Sci. 2024, 14(19), 9120; https://doi.org/10.3390/app14199120 - 9 Oct 2024
Viewed by 507
Abstract
During the covid pandemic period of 2019–2020, teaching was carried out via homeschooling, and secondary vocational schools had to deal with the problem of ensuring the implementation of excursions, which were a part of their apprentices’ practical training. In the context of the [...] Read more.
During the covid pandemic period of 2019–2020, teaching was carried out via homeschooling, and secondary vocational schools had to deal with the problem of ensuring the implementation of excursions, which were a part of their apprentices’ practical training. In the context of the COVID-19 pandemic, a group of people at Constantine the Philosopher University in Nitra (Slovakia) came up with a plan to develop some virtual excursions to help secondary vocational schools replace field trips with their virtual counterparts. In the paper, the authors describe the results of the stated intention: two virtual excursions aimed at the production and processing of metal products and verification of their applicability in educational practice based on a qualitative analysis of expert opinions collected by means of individually led semi-structured interviews. The conclusions of the analysis confirm the high degree of usability of the created excursions and verify some positive impacts of the implementation of virtual excursions into the teaching practice, e.g., it increased student motivation to learn, increased student interest in lesson content, increased student activity, and intensified study activities overall, including various forms of self-study. Full article
(This article belongs to the Special Issue Human–Computer Interaction and Virtual Environments)
13 pages, 6056 KiB  
Article
Exploring the Impact of Virtual Reality on Painting Appreciation
by Chih-Long Lin and Yen-Yu Kang
Appl. Sci. 2024, 14(16), 7335; https://doi.org/10.3390/app14167335 - 20 Aug 2024
Viewed by 520
Abstract
This study aimed to explore the experience of painting appreciation through desktop virtual reality (VR) and a heads-up display (HTC Vive) and compare it with those of a physical painting and album. The study included 52 university students who viewed paintings in all [...] Read more.
This study aimed to explore the experience of painting appreciation through desktop virtual reality (VR) and a heads-up display (HTC Vive) and compare it with those of a physical painting and album. The study included 52 university students who viewed paintings in all four environments and answered a subjective feelings questionnaire. The results show that the physical paintings generated more positive emotions, such as pleasure, relaxation, and calmness, than virtual paintings. Additionally, the physical paintings were perceived and evaluated as more original, attractive, and valuable. Moreover, among the virtual paintings, the landscape paintings were more popular than abstract ones, whereas among the physical paintings, the abstract paintings were preferred. The head-mounted display made the participants feel uncertain about moving in the physical environment, and the transmission line connecting it to the computer limited their movements. Therefore, it is necessary to enhance the quality and ease of interactions in VR environments to make virtual paintings appear as impressive as physical ones. Full article
(This article belongs to the Special Issue Human–Computer Interaction and Virtual Environments)
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16 pages, 2264 KiB  
Article
Enhancing User Experience in Virtual Museums: Impact of Finger Vibrotactile Feedback
by Ravichandran Gayathri and Sanghun Nam
Appl. Sci. 2024, 14(15), 6593; https://doi.org/10.3390/app14156593 - 28 Jul 2024
Viewed by 725
Abstract
Virtual reality (VR) offers immersive visual and auditory experiences, transporting users to alternate realities. However, existing VR systems lack realistic haptic feedback mechanisms, resulting in unsatisfactory immersive experiences. In this study, we developed and tested a haptic glove that simulates realistic tactile sensations, [...] Read more.
Virtual reality (VR) offers immersive visual and auditory experiences, transporting users to alternate realities. However, existing VR systems lack realistic haptic feedback mechanisms, resulting in unsatisfactory immersive experiences. In this study, we developed and tested a haptic glove that simulates realistic tactile sensations, enhancing user interaction with virtual artifacts. Our research investigates the impact of finger-specific vibrotactile feedback (FSVF) on user experience in virtual museum environments. Using a mixed-methods approach, 30 participants engaged in object-manipulation tasks in three settings: no haptic feedback, standard controller feedback, and vibrotactile glove feedback. The findings demonstrate that the vibrotactile glove approach considerably improves user accuracy, efficiency, immersion, and satisfaction compared with other traditional interaction methods. Participants completed tasks more accurately and quickly with the glove, reporting high levels of engagement and immersion. The results highlight the potential of advanced haptic feedback in transforming virtual reality technology, particularly for educational and cultural applications. Further, they provide valuable insights for designing and applying future haptic technology in immersive environments. Full article
(This article belongs to the Special Issue Human–Computer Interaction and Virtual Environments)
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16 pages, 3117 KiB  
Article
Impact of Visual Disturbances on the Trend Changes of COP Displacement Courses Using Stock Exchange Indices
by Piotr Wodarski, Marta Chmura and Jacek Jurkojć
Appl. Sci. 2024, 14(11), 4953; https://doi.org/10.3390/app14114953 - 6 Jun 2024
Viewed by 761
Abstract
This work aims to define a strategy for maintaining a vertical posture of the human body under conditions of conflicting sensory stimuli using a method of trend change analysis. The investigations involved 28 healthy individuals (13 females, 15 males, average age = 21, [...] Read more.
This work aims to define a strategy for maintaining a vertical posture of the human body under conditions of conflicting sensory stimuli using a method of trend change analysis. The investigations involved 28 healthy individuals (13 females, 15 males, average age = 21, SD = 1.3 years). Measurements were conducted with eyes opened and closed and in the virtual environment with two sceneries oscillating at two frequencies. Values in the time domain were calculated—the mean center of pressure (COP) velocity and movement range in the AP direction—as well as values based on the moving average convergence divergence (MACD) computational algorithm—the trend change index (TCI), MACD_dT, MACD_dS, and MACD_dV. After dividing the analysis into distinct time periods, an increase in TCI values was identified in the oscillating scenery at 0.7 and 1.4 Hz during the 0.5–1 and 0.2–0.5 s time periods, respectively. Statistically significant differences were observed between measurements with an oscillation frequency of 0.7 Hz and those with an oscillation frequency of 1.4 Hz during the 0.2–0.5 s and 0.5–1 s periods. The use of stock exchange indices in the assessment of the ability to keep a stable body posture supplements and extends standard analyses in the time and frequency domains. Full article
(This article belongs to the Special Issue Human–Computer Interaction and Virtual Environments)
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26 pages, 938 KiB  
Article
Visual and Haptic Guidance for Enhancing Target Search Performance in Dual-Task Settings
by Gang Wang, Hung-Hsiang Wang and Gang Ren
Appl. Sci. 2024, 14(11), 4650; https://doi.org/10.3390/app14114650 - 28 May 2024
Viewed by 684
Abstract
In complex environments, users frequently need to manage multiple tasks simultaneously, which poses significant challenges for user interface design. For instance, when driving, users must maintain continuous visual attention on the road ahead while also monitoring rearview mirrors and performing shoulder checks. These [...] Read more.
In complex environments, users frequently need to manage multiple tasks simultaneously, which poses significant challenges for user interface design. For instance, when driving, users must maintain continuous visual attention on the road ahead while also monitoring rearview mirrors and performing shoulder checks. These multitasking scenarios present substantial design challenges in effectively guiding users. To address these challenges, we focus on investigating and designing visual and haptic guidance systems to augment users’ performance. We initially propose the use of visual guidance, specifically employing a dynamic arrow as a guidance technique. Our evaluation shows that dynamic arrows significantly expedite both reaction and selection times. We further introduce and evaluate haptic feedback, which users perceive as more salient than visual guidance, leading to quicker responses when switching from primary to secondary tasks. This allows users to maintain visual attention on the primary task while simultaneously responding effectively to haptic cues. Our findings suggest that multimodal guidance, especially haptic guidance, can enhance both reaction time and user experience in dual-task environments, offering promising practical implications and guidelines for designing more user-friendly interfaces and systems. Full article
(This article belongs to the Special Issue Human–Computer Interaction and Virtual Environments)
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Review

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20 pages, 1074 KiB  
Review
High-Functioning Autism and Virtual Reality Applications: A Scoping Review
by Mattia Chiappini, Carla Dei, Ettore Micheletti, Emilia Biffi and Fabio Alexander Storm
Appl. Sci. 2024, 14(7), 3132; https://doi.org/10.3390/app14073132 - 8 Apr 2024
Cited by 1 | Viewed by 2806
Abstract
In recent years, the number of applications of virtual reality (VR) for the Autism spectrum disorder (ASD) population has increased and has become one of the most suitable tools to address the psychological needs of these individuals. The present scoping review aims to [...] Read more.
In recent years, the number of applications of virtual reality (VR) for the Autism spectrum disorder (ASD) population has increased and has become one of the most suitable tools to address the psychological needs of these individuals. The present scoping review aims to provide a literature mapping of experimental studies that have used immersive and semi-immersive VR for assessments or interventions specifically addressing high-functioning autism. A total of 23 papers were included and analyzed following PRISMA guidelines. The identified studies concerned social skills (11 papers), eye gaze and joint attention (3 papers), motor learning (3 papers), job training (2 papers), and other aims or rationales (4 papers). The evidence shows that, despite the intellectual potential of high-functioning ASD individuals, little research has been conducted to provide interventions that offer concrete training to improve their adaptive functioning. In addition, the percentage of individuals below 18 years of age is representative of half of the included studies, so aiming future studies at the early stages of development might be an asset in preparing the next generation of young adults to cope with age-related challenges, as early assessments and interventions are more likely to produce major long-term effects. Full article
(This article belongs to the Special Issue Human–Computer Interaction and Virtual Environments)
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Other

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17 pages, 21133 KiB  
Technical Note
V-Cockpit: A Platform for the Design, Testing, and Validation of Car Infotainment Systems through Virtual Reality
by Michela Papandrea, Achille Peternier, Diego Frei, Nicolò La Porta, Mirko Gelsomini, Daniele Allegri and Tiziano Leidi
Appl. Sci. 2024, 14(18), 8160; https://doi.org/10.3390/app14188160 - 11 Sep 2024
Viewed by 580
Abstract
The V-Cockpit platform aims to transform the design, testing, and validation of car infotainment systems from the physical realm to virtual reality. It uniquely integrates various aspects of the creative phases—from conceptualization to evaluation—streamlining the process and reducing time and costs compared to [...] Read more.
The V-Cockpit platform aims to transform the design, testing, and validation of car infotainment systems from the physical realm to virtual reality. It uniquely integrates various aspects of the creative phases—from conceptualization to evaluation—streamlining the process and reducing time and costs compared to traditional methods that focus on individual activities and rely heavily on physical prototyping. This technical note provides a comprehensive overview of the main platform’s aspects, highlighting the integration of hardware and behavioral analysis algorithms to improve user experience and detect potential design flaws early on. The V-Cockpit platform, composed of six key components, leverages virtual reality and digital twins, promising significant cost savings and enhanced design efficiency. This work details the system architecture, implementation, and first benefits of this innovative approach through the analysis of three use cases. Full article
(This article belongs to the Special Issue Human–Computer Interaction and Virtual Environments)
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