Applications of Virtual, Augmented and Mixed Reality

A special issue of Electronics (ISSN 2079-9292). This special issue belongs to the section "Computer Science & Engineering".

Deadline for manuscript submissions: 31 December 2024 | Viewed by 8274

Special Issue Editor


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Guest Editor
Institute of Pedagogical Innovation, Research and Excellence, Nanyang Technological University, Singapore 639798, Singapore
Interests: learning analytics; GAI in education; educational innovation; technology-enhanced learning; self-regulated learning
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Special Issue Information

Dear Colleagues,

The Special Issue on "Applications of Virtual, Augmented, and Mixed Reality" aims to explore and showcase the latest advancements, innovations, and practical applications of these immersive technologies in various domains. The primary aim is to provide a platform where researchers, scholars, and industry professionals can engage and exchange valuable insights, make groundbreaking discoveries, introduce innovative ideas, and chart the path for new and emerging fields through immersive technologies.

This Special Issue seeks to promote the cross-pollination of ideas and expertise among professionals from diverse domains through collaborative efforts that transcend disciplinary boundaries. It seeks to bring together research that addresses both the technical aspects and the real-world applications of virtual-, augmented-, and mixed-reality technologies—collectively termed extended reality (XR). XR is reshaping how we interact with the digital and physical world and is finding applications in a multitude of domains, from healthcare and education to gaming, architecture, and beyond.

This Special Issue is forward-looking and promotes the development of XR capabilities to tackle real-world and emerging challenges. Contributors will have the opportunity to share their expertise, contribute to the growing body of XR knowledge, and engage with a global community of researchers and practitioners. We look forward to innovative research that can showcase how XR solutions can provide tangible and practical solutions to various issues across sectors, impacting society while recognizing the ethical dimensions associated with the adoption of immersive technologies. We invite you to contribute to this issue as it functions as a nexus for fostering collaboration, advancing knowledge, and addressing practical and ethical challenges in the dynamic landscape of XR use.

Topics include, but are not limited to, the following:

  • Spatial computing and 3D interaction paradigms.
  • Immersive content creation and storytelling.
  • Mixed reality in remote collaboration and telepresence.
  • Cross-platform compatibility and interoperability.
  • User experience (UX) design principles.
  • Augmented data visualization and analytics.
  • XR for training and simulation.
  • Gamification and XR in education.
  • Health and well-being applications.
  • Cultural heritage preservation and tourism applications.
  • Ethical, privacy, and security challenges in XR ecosystems.
  • Accessibility considerations in XR.
  • XR use in the industry.

Dr. Joel Weijia Lai
Guest Editor

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Keywords

  • immersive technologies
  • spatial computing
  • 3D interaction paradigms
  • immersive content collaboration and creation
  • privacy, ethics, and security challenges

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Published Papers (7 papers)

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Research

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19 pages, 5074 KiB  
Article
Effects of Industrial Maintenance Task Complexity on Neck and Shoulder Muscle Activity During Augmented Reality Interactions
by Mohammed H. Alhaag, Faisal M. Alessa, Ibrahim M. Al-harkan, Mustafa M. Nasr, Mohamed Z. Ramadan and Saleem S. AlSaleem
Electronics 2024, 13(23), 4637; https://doi.org/10.3390/electronics13234637 - 25 Nov 2024
Viewed by 518
Abstract
Extensive studies have demonstrated the advantages of augmented reality (AR) in improving efficiency, thereby fulfilling a quality role in industry. Yet, the corresponding physical strain on individuals poses a significant challenge. This study explores the effects of task difficulty (complex versus simple maintenance [...] Read more.
Extensive studies have demonstrated the advantages of augmented reality (AR) in improving efficiency, thereby fulfilling a quality role in industry. Yet, the corresponding physical strain on individuals poses a significant challenge. This study explores the effects of task difficulty (complex versus simple maintenance activities) and multimedia guidance (e.g., paper-based versus AR via HoloLens) on physical strain, body discomfort ratings, perceived exertion, and mental effort. A 2 × 2 mixed design was employed, involving a total of 28 participants with an average age of 32.12 ± 2.45 years. Physical strain was evaluated by measuring the normalized root mean square (RMS) of electromyography (EMG) indicators, expressed as a percentage of maximum voluntary contraction (%MVC) from six muscles (i.e., right flexor carpi radialis (RFCR), right middle deltoid (RMD), right upper trapezius (RUT), right cervical extensor (RCE), and right and left splenius (RSPL and LSPL) muscles. The results indicated that AR instruction, particularly in complex tasks, led to higher physical strain in the neck and shoulder muscles (RCE and RUT) compared with paper-based methods. However, AR significantly reduced strain in the RSPL, LSPL, RMD, and RFCR muscles during both simple and complex tasks. This study highlights that while AR can lower physical strain in certain muscle groups, it also introduces increased strain in the neck and shoulders, particularly during more demanding tasks. This study highlights the need for ergonomic considerations when designing and implementing AR technologies, especially for complex tasks that inherently demand more from the user, both physically and cognitively. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented and Mixed Reality)
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20 pages, 4452 KiB  
Article
Mixed Reality-Based Inspection Method for Underground Water Supply Network with Multi-Source Information Integration
by Xuefeng Zhao, Yibing Tao, Yan Bao, Zhe Sun, Shan Wu, Wangbing Li and Xiongtao Fan
Electronics 2024, 13(22), 4479; https://doi.org/10.3390/electronics13224479 - 14 Nov 2024
Viewed by 604
Abstract
Regular on-site inspection is crucial for promptly detecting faults in water supply networks (WSNs) and auxiliary facilities, significantly reducing leakage risks. However, the fragmentation of information and the separation between virtual and physical networks pose challenges, increasing the cognitive load on inspectors. Furthermore, [...] Read more.
Regular on-site inspection is crucial for promptly detecting faults in water supply networks (WSNs) and auxiliary facilities, significantly reducing leakage risks. However, the fragmentation of information and the separation between virtual and physical networks pose challenges, increasing the cognitive load on inspectors. Furthermore, due to the lack of real-time computation in current research, the effectiveness in detecting anomalies, such as leaks, is limited, hindering its ability to provide immediate and direct-decision support for inspectors. To address these issues, this research proposes a mixed reality (MR) inspection method that integrates multi-source information, combining building information modeling (BIM), Internet of Things (IoT), monitoring data, and numerical simulation technologies. This approach aims to achieve in situ visualization and real-time computational capabilities. The effectiveness of the proposed method is demonstrated through case studies, with user feedback confirming its feasibility. The results indicate improvements in inspection task performance, work efficiency, and standardization compared to traditional mobile terminal-based methods. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented and Mixed Reality)
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27 pages, 4545 KiB  
Article
Application of Virtual Reality in Developing the Digital Twin for an Integrated Robot Learning System
by Wernhuar Tarng, Yu-Jung Wu, Li-Yuan Ye, Chun-Wei Tang, Yun-Chen Lu, Tzu-Ling Wang and Chien-Lung Li
Electronics 2024, 13(14), 2848; https://doi.org/10.3390/electronics13142848 - 19 Jul 2024
Viewed by 1473
Abstract
Robotics includes complex mathematical calculations and coordinate transformations in forward and inverse kinematics, path planning, and robot dynamics. Students may experience a high cognitive load and lose learning motivation because robotics can be complex and challenging to understand. This study applied virtual reality [...] Read more.
Robotics includes complex mathematical calculations and coordinate transformations in forward and inverse kinematics, path planning, and robot dynamics. Students may experience a high cognitive load and lose learning motivation because robotics can be complex and challenging to understand. This study applied virtual reality (VR) technology in robotics education to simplify and visualize complex robot kinematics, aiming to increase learning motivation and reduce cognitive load. This study incorporated real and virtual robot control to develop an integrated robot learning system. This system enables learners to control the digital twin of a physical robot and observe the synchronized motion of both the virtual and physical robots. Users can operate the virtual robot to achieve the target position by setting joint parameters or using values calculated from inverse kinematics. They can also understand the principle of digital twins by observing the synchronous motion of both robots. A teaching experiment was conducted to explore the performance of applying VR in robotics education and its impacts on cognitive load and learning motivation. The system was improved based on user responses to facilitate subsequent promotional activities. VR can transform complex robotics into easily understandable learning experiences and provide an interactive user interface, making the system a suitable learning tool for STEM education. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented and Mixed Reality)
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10 pages, 4132 KiB  
Article
Tear Film Break-Up Time before and after Watching a VR Video: Comparison between Naked Eyes and Contact Lens Wearers
by Hyunjin Kim, Minji Gil and Hyungoo Kang
Electronics 2024, 13(13), 2448; https://doi.org/10.3390/electronics13132448 - 22 Jun 2024
Viewed by 904
Abstract
The impact of viewing VR videos using a head-mounted display (HMD) on tear film dynamics is examined by comparing the viewing experience of individuals using their naked eyes with that of viewers wearing contact lenses. While the impact of VR on eye dryness [...] Read more.
The impact of viewing VR videos using a head-mounted display (HMD) on tear film dynamics is examined by comparing the viewing experience of individuals using their naked eyes with that of viewers wearing contact lenses. While the impact of VR on eye dryness has been studied, there is limited research on the risks for contact lens wearers. This study aims to investigate eye dryness associated with VR use in individuals wearing soft contact lenses. Seventeen adults in their 20s (7 male, 10 female) with uncorrected visual acuity of 0.8+ participated. The non-invasive tear film break-up time (NIBUT) was assessed before and after a 20 min VR video session under two conditions: with and without soft contact lenses. The results indicated a decrease in the initial tear film break-up time and an increase in the average tear film break-up time when viewing with naked eyes, whereas viewing with contact lenses led to decreases in both parameters, with statistically significant changes observed. Although the alteration in the tear film break-up time was insignificant during VR video viewing with naked eyes, the tear film stability of individuals wearing soft contact lenses tended to decrease. Caution is advised when using soft contact lenses during VR video sessions to mitigate potential eye dryness. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented and Mixed Reality)
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12 pages, 1473 KiB  
Article
Dependence of Body Stability on Optical Conditions during VR Viewing
by Gi-Seong Jeong, Hyun-Goo Kang and Sang-Yeob Kim
Electronics 2024, 13(10), 1812; https://doi.org/10.3390/electronics13101812 - 7 May 2024
Viewed by 965
Abstract
The dependence of body stability on the distance between the optical centers of VR-device lenses and the refractive error status of users during VR viewing was investigated. Participants included 31 adults, and their postural-control ability was measured using a BTrackS device. The optical [...] Read more.
The dependence of body stability on the distance between the optical centers of VR-device lenses and the refractive error status of users during VR viewing was investigated. Participants included 31 adults, and their postural-control ability was measured using a BTrackS device. The optical conditions were (1) COCD (comfortable optical center distance), (2) COCD+2D (comfortable optical center distance with 2D myopia), (3) COCD-2D (comfortable optical center distance with 2D hyperopia), (4) DOCD (uncomfortable optical center distance), (5) DOCD+2D (uncomfortable optical center distance with 2D myopia), and (6) DOCD-2D (uncomfortable optical center distance with 2D hyperopia). Posture was assessed under these six optical conditions while the participants were wearing a VR device and watching a 3D roller-coaster video. The sway-path length was significantly increased under the COCD-2D, DOCD, DOCD+2D, and DOCD-2D conditions compared to the COCD condition (p < 0.05). In the case of maximum sway velocity, the results showed significant increases under the DOCD, DOCD+2D, and DOCD-2D conditions compared to the COCD condition (p < 0.05). The analysis revealed that when users are viewing VR displays, optimization of the distance to the optical center of the VR-device lenses and correction of the refractive errors for individual users was a significant factor in minimizing body instability. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented and Mixed Reality)
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23 pages, 4907 KiB  
Article
Examination of Accurate Exocentric Distance Estimates in a Virtual Environment Using a Desktop Display and the Gear VR
by Tibor Guzsvinecz, Judit Szűcs and Erika Perge
Electronics 2024, 13(8), 1536; https://doi.org/10.3390/electronics13081536 - 18 Apr 2024
Viewed by 1122
Abstract
Spatial perception plays a critical role in virtual worlds and real environments, as it can impact navigation abilities. To understand this influence, the conducted study investigated the effects of human characteristics and immersion levels on the exocentric distance estimation process in virtual environments. [...] Read more.
Spatial perception plays a critical role in virtual worlds and real environments, as it can impact navigation abilities. To understand this influence, the conducted study investigated the effects of human characteristics and immersion levels on the exocentric distance estimation process in virtual environments. As the first step, a virtual environment was implemented for both desktop and Gear VR head-mounted displays. Afterward, the exocentric distance estimation skills of 229 university students were examined. Out of these students, 157 used the desktop display, and 72 used the Gear VR. Using logistic regression analysis and linear regression analysis methods, their effects on the probabilities of accurate estimates and their estimation times were investigated. According to the results, gender, video game playtime per week, height, and display device had significant effects on the former, whereas dominant hand, video game playtime per week, height, and display device had significant effects on the latter. The results also show that by using the head-mounted display, the likelihood of the students estimating exocentric distances accurately significantly decreased; however, they were significantly faster with it. These findings can influence the development of more accessible and effective virtual environments in the future. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented and Mixed Reality)
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Review

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29 pages, 3930 KiB  
Review
Research on the Application of Extended Reality in the Construction and Management of Landscape Engineering
by Siyu Liu, Xuefeng Zhao, Xiaolin Meng, Weiyu Ji, Liang Liu, Wangbing Li, Yibing Tao, Yunfei Peng and Qiantai Yang
Electronics 2024, 13(5), 897; https://doi.org/10.3390/electronics13050897 - 26 Feb 2024
Cited by 1 | Viewed by 1620
Abstract
Landscape engineering plays a crucial role in urban construction and the development of ecological civilization in China. It actively designs and modifies natural elements, such as water and mountains, acting as the primary living infrastructure. This field continually receives great recognition and praise. [...] Read more.
Landscape engineering plays a crucial role in urban construction and the development of ecological civilization in China. It actively designs and modifies natural elements, such as water and mountains, acting as the primary living infrastructure. This field continually receives great recognition and praise. Recent academic research has prioritized the use of extended reality (XR) technology to create a real-time interactive visual environment to tackle the issues presented by the dynamic nature of landscape engineering. This paper utilizes the PRISMA method to filter out 68 research documents related to XR in landscape engineering construction and management for bibliometric analysis. A comprehensive review is conducted on the precise and efficient utilization of XR to solve various issues in the field of landscape engineering. Using Cite Space 6.2.R6 (a visual bibliometric software) to visualize knowledge structures and research topics, the analysis includes temporal and spatial examination, application scenario analysis, and technological hierarchy analysis. The paper summarizes the current challenges that XR still faces in the landscape engineering field and envisions extensible application scenarios for XR, providing a reference roadmap for the implementation of XR in landscape engineering. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented and Mixed Reality)
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