Virtualization Technology: Augmented Reality, Virtual Reality, Embodied Interface

A special issue of Future Internet (ISSN 1999-5903). This special issue belongs to the section "Big Data and Augmented Intelligence".

Deadline for manuscript submissions: 30 May 2024 | Viewed by 6083

Special Issue Editors


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Guest Editor
Department of Computer Science and Engineering, Waseda University, Tokyo 169-8050, Japan
Interests: distributed systems; interaction design; ambient intelligence

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Guest Editor
Department of Computer and Information Sciences, Tokyo University of Agriculture and Technology, 2-24-16 Naka-cho, Koganei, Tokyo 184-8588, Japan
Interests: ubiquitous computing; human–computer interaction; activity recognition

Special Issue Information

Dear Colleagues,

Emerging computing technologies like augmented reality, virtual reality and embodied interface allow us to refine the meaning of real space through incorporated virtuality. Various case studies incorporating virtuality indicate their ability to improve our daily lives. For example, recent advanced technologies such as Magic Leap’s technology and Microsoft HoloLens can offer basic infrastructures to enable the trend to easily refine the meaning of real space through incorporated virtuality and to offer new possibilities for updating our daily lifestyles by modifying our eyesight or replacing our five senses with others.

However, we need to investigate more potential opportunities to expand our scope and the possibilities to enhance current human abilities through these technologies. Several areas, such as ubiquitous computing, metaverses, and smart cities are exploring this new trend. In this context, this Special Issue provides an excellent opportunity for providing scientific knowledge and disseminating findings and achievements through several communities.

This Special Issue will discuss this trending topic and present innovative solutions to show the importance of virtualization technologies to researchers, managers, industry, society, and other communities.

Prof. Dr. Tatsuo Nakajima
Prof. Dr. Kaori Fujinami
Guest Editors

Manuscript Submission Information

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Keywords

  • augmented reality
  • virtual reality
  • mixed reality
  • video games
  • alternate reality games
  • metaverses
  • smart cities
  • designing augmented real world
  • body/five-senses transformation
  • augmented human
  • shape-changing interface
  • software infrastructure for augmented/virtual reality
  • design concept/framework for augmented real world

Published Papers (4 papers)

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Research

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21 pages, 991 KiB  
Article
Metaverse Meets Smart Cities—Applications, Benefits, and Challenges
by Florian Maier and Markus Weinberger
Future Internet 2024, 16(4), 126; https://doi.org/10.3390/fi16040126 - 08 Apr 2024
Viewed by 684
Abstract
The metaverse aims to merge the virtual and real worlds. The target is to generate a virtual community where social components play a crucial role and combine different areas such as entertainment, work, shopping, and services. This idea is explicitly appealing in the [...] Read more.
The metaverse aims to merge the virtual and real worlds. The target is to generate a virtual community where social components play a crucial role and combine different areas such as entertainment, work, shopping, and services. This idea is explicitly appealing in the context of smart cities. The metaverse offers digitalization approaches and can strengthen citizens’ social community. While the existing literature covers the exemplary potential of smart city metaverse applications, this study aims to provide a comprehensive overview of the potential and already implemented metaverse applications in the context of cities and municipalities. In addition, challenges related to these applications are identified. The study combines literature reviews and expert interviews to ensure a broad overview. Forty-eight smart city metaverse applications from eleven areas were identified, and actual projects from eleven cities demonstrate the current state of development. Still, further research should evaluate the benefits of the various applications and find strategies to overcome the identified challenges. Full article
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14 pages, 3421 KiB  
Article
Mapping EEG Alpha Activity: Assessing Concentration Levels during Player Experience in Virtual Reality Video Games
by Jesus GomezRomero-Borquez, J. Alberto Del Puerto-Flores and Carolina Del-Valle-Soto
Future Internet 2023, 15(8), 264; https://doi.org/10.3390/fi15080264 - 09 Aug 2023
Cited by 2 | Viewed by 1498
Abstract
This work presents a study in which the cognitive concentration levels of participants were evaluated using electroencephalogram (EEG) measures while they were playing three different categories of virtual reality (VR) video games: Challenging Puzzlers, Casual Games, and Exergames. Thirty-one voluntary participants between the [...] Read more.
This work presents a study in which the cognitive concentration levels of participants were evaluated using electroencephalogram (EEG) measures while they were playing three different categories of virtual reality (VR) video games: Challenging Puzzlers, Casual Games, and Exergames. Thirty-one voluntary participants between the ages of 17 and 35 were recruited. EEG data were processed to analyze the brain’s electrical activity in the alpha band. The values of power spectral density (PSD) and individual alpha frequency (IAF) of each participant were compared to detect changes that could indicate a state of concentration. Additionally, frontal alpha asymmetry (FAA) between the left and right hemispheres of the brain was compared. The results showed that the Exergame category of video games elicited higher average cognitive concentration in players, as indicated by the IAF and FAA values. These findings contribute to understanding the cognitive effects of VR video games and their implications for designing and developing VR experiences to enhance cognitive abilities. Full article
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15 pages, 803 KiB  
Article
Mitigating Technological Anxiety through the Application of Natural Interaction in Mixed Reality Systems
by Yiming Sun and Tatsuo Nakajima
Future Internet 2023, 15(6), 216; https://doi.org/10.3390/fi15060216 - 18 Jun 2023
Viewed by 1167
Abstract
Technology anxiety contributes to an increased cognitive load and reduces user adoption of novel technologies. An illustrative example of this phenomenon is observed in the field of smart homes.To address this issue, we have identified an interaction paradigm known as natural interaction, which [...] Read more.
Technology anxiety contributes to an increased cognitive load and reduces user adoption of novel technologies. An illustrative example of this phenomenon is observed in the field of smart homes.To address this issue, we have identified an interaction paradigm known as natural interaction, which enables humans to engage with technology in a way that closely resembles natural human behavior and communication. This approach offers more user-friendly interactions that users are already familiar with, potentially reducing their cognitive load. In this paper, we present a case study of a smart lock system where we implement natural interaction and deploy it on a mixed reality (MR) device. By leveraging advanced features offered by MR head-mounted displays, we recreate the experience of people opening locks in everyday life. We conduct a user study comparing this interaction with traditional WIMP interaction in a mixed-reality environment. Through the analysis of collected data and user feedback, we examine the advantages and limitations of our proposed system. Full article
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Review

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20 pages, 1695 KiB  
Review
Extended Reality (XR) Engines for Developing Gamified Apps and Serious Games: A Scoping Review
by Humberto Marín-Vega, Giner Alor-Hernández, Maritza Bustos-López, Ignacio López-Martínez and Norma Leticia Hernández-Chaparro
Future Internet 2023, 15(12), 379; https://doi.org/10.3390/fi15120379 - 27 Nov 2023
Viewed by 1915
Abstract
Extended Reality (XR) is an emerging technology that enables enhanced interaction between the real world and virtual environments. In this study, we conduct a scoping review of XR engines for developing gamified apps and serious games. Our study revolves around four aspects: (1) [...] Read more.
Extended Reality (XR) is an emerging technology that enables enhanced interaction between the real world and virtual environments. In this study, we conduct a scoping review of XR engines for developing gamified apps and serious games. Our study revolves around four aspects: (1) existing XR game engines, (2) their primary features, (3) supported serious game attributes, and (4) supported learning activities. We used the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) model to conduct the scoping review, which included 40 primary studies published between 2019 and 2023. Our findings help us understand how current XR engines support the development of XR-enriched serious games and gamified apps for specific learning activities. Additionally, based on our findings, we suggest a set of pre-established game attributes that could be commonly supported by all XR game engines across the different game categories proposed by Lameras. Hence, this scoping review can help developers (1) select important game attributes for their new games and (2) choose the game engine that provides the most support to these attributes. Full article
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