Networked Virtual Reality, Mixed Reality and Augmented Reality Systems

A special issue of Virtual Worlds (ISSN 2813-2084).

Deadline for manuscript submissions: 30 November 2024 | Viewed by 10106

Special Issue Editors


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Guest Editor
Centre for Informatics and Systems of the University of Coimbra, Department of Informatics Engineering, University of Coimbra, 3030-790 Coimbra, Portugal
Interests: human-computer interaction; virtual and augmented reality; tangible user interfaces; interaction techniques; interaction design
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
TecGraf Institute, Pontifical Catholic University of Rio de Janeiro, Rio de Janeiro 22451-900, Brazil
Interests: virtual reality; mixed reality; augmented reality; extended reality; human-computer interaction; machine learning; serious games
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Virtual Reality (VR), Mixed Reality (MR), and Augmented Reality (AR) have emerged as transformative technologies with the potential to revolutionise various domains, including entertainment, healthcare, education, tourism, industry, etc.

Many of these systems are local, single user and provide individual experiences. Networking can further enhance the capabilities and possibilities of these technologies by allowing for multi-user environments but also for remote rendering and telepresence. Networked VR/MR/AR systems also bring new challenges, technical, and social issues, and concerns.

This Special Issue aims to explore the latest advancements and research in Networked VR/MR/AR Systems, providing a platform for researchers and practitioners to share their innovative ideas, methodologies, and results. We welcome state-of-the-art research papers but also survey papers that synthesise existing knowledge.

Topics of interest include, but are not limited to:

  • Networked VR/MR/AR frameworks and architectures;
  • Multi-device VR/MR/AR systems;
  • Multi-user interaction and communication in networked environments;
  • Networked interaction techniques;
  • Networked haptic feedback and sensory augmentation;
  • Remote rendering for VR/MR/AR;
  • Networking protocols and infrastructure for VR/MR/AR;
  • Cloud-based VR/MR/AR systems;
  • VR/MR/AR for remote collaboration and telepresence;
  • Human–computer interaction in networked VR/MR/AR;
  • Applications of networked VR/MR/AR in healthcare, education, gaming, and beyond;
  • Networked authoring systems, programming libraries, toolkits, and framework;
  • Multi-device collaboration in networked extended reality environments.

You may choose our Joint Special Issue in Applied Sciences.

Dr. Jorge C. S. Cardoso
Dr. Thiago Malheiros Porcino
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. Virtual Worlds is an international peer-reviewed open access quarterly 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 1000 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.

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Published Papers (6 papers)

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Research

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18 pages, 2163 KiB  
Article
Virtual Reality Pursuit: Using Individual Predispositions towards VR to Understand Perceptions of a Virtualized Workplace Team Experience
by Diana R. Sanchez, Joshua McVeigh-Schultz, Katherine Isbister, Monica Tran, Kassidy Martinez, Marjan Dost, Anya Osborne, Daniel Diaz, Philip Farillas, Timothy Lang, Alexandra Leeds, George Butler and Monique Ferronatto
Virtual Worlds 2024, 3(4), 418-435; https://doi.org/10.3390/virtualworlds3040023 - 10 Oct 2024
Viewed by 492
Abstract
This study investigates how individual predispositions toward Virtual Reality (VR) affect user experiences in collaborative VR environments, particularly in workplace settings. By adapting the Video Game Pursuit Scale to measure VR predisposition, we aim to establish the reliability and validity of this adapted [...] Read more.
This study investigates how individual predispositions toward Virtual Reality (VR) affect user experiences in collaborative VR environments, particularly in workplace settings. By adapting the Video Game Pursuit Scale to measure VR predisposition, we aim to establish the reliability and validity of this adapted measure in assessing how personal characteristics influence engagement and interaction in VR. Two studies, the first correlational and the second quasi-experimental, were conducted to examine the impact of environmental features, specifically the differences between static and mobile VR platforms, on participants’ perceptions of time, presence, and task motivation. The findings indicate that individual differences in VR predisposition significantly influence user experiences in virtual environments with important implications for enhancing VR applications in training and team collaboration. This research contributes to the understanding of human–computer interaction in VR and offers valuable insights for organizations aiming to implement VR technologies effectively. The results highlight the importance of considering psychological factors in the design and deployment of VR systems, paving the way for future research in this rapidly evolving field. Full article
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14 pages, 1878 KiB  
Article
XR MUSE: An Open-Source Unity Framework for Extended Reality-Based Networked Multi-User Studies
by Stéven Picard, Ningyuan Sun and Jean Botev
Virtual Worlds 2024, 3(4), 404-417; https://doi.org/10.3390/virtualworlds3040022 - 2 Oct 2024
Viewed by 872
Abstract
In recent years, extended reality (XR) technologies have been increasingly used as a research tool in behavioral studies. They allow experimenters to conduct user studies in simulated environments that are both controllable and reproducible across participants. However, creating XR experiences for such studies [...] Read more.
In recent years, extended reality (XR) technologies have been increasingly used as a research tool in behavioral studies. They allow experimenters to conduct user studies in simulated environments that are both controllable and reproducible across participants. However, creating XR experiences for such studies remains challenging, particularly in networked, multi-user setups that investigate collaborative or competitive scenarios. Numerous aspects need to be implemented and coherently integrated, e.g., in terms of user interaction, environment configuration, and data synchronization. To reduce this complexity and facilitate development, we present the open-source Unity framework XR MUSE for devising user studies in shared virtual environments. The framework provides various ready-to-use components and sample scenes that researchers can easily customize and adapt to their specific needs. Full article
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21 pages, 2673 KiB  
Article
Enhancing Language Learning and Intergroup Empathy through Multi-User Interactions and Simulations in a Virtual World
by Elaine Hoter, Manal Yazbak Abu Ahmad and Hannah Azulay
Virtual Worlds 2024, 3(3), 333-353; https://doi.org/10.3390/virtualworlds3030018 - 13 Aug 2024
Viewed by 792
Abstract
In an increasingly globalized world, the development of language skills and intercultural empathy has become crucial for effective communication and collaboration across diverse societies. Virtual worlds offer a unique and immersive environment to address these needs through innovative educational approaches. This study explores [...] Read more.
In an increasingly globalized world, the development of language skills and intercultural empathy has become crucial for effective communication and collaboration across diverse societies. Virtual worlds offer a unique and immersive environment to address these needs through innovative educational approaches. This study explores the impact of multi-user interactions, group work, and simulations within virtual worlds on language learning and the development of intergroup empathy. Two distinct research projects were conducted, involving 241 participants aged 19–45. The language learning study engaged 116 participants in diverse interactive experiences, while the intercultural study had 125 participants collaborating in multicultural groups and participating in perspective-taking simulations. Both studies employed qualitative data collection methods, including surveys, interviews, and observations. The findings suggest that the combination of networking strategies, collaborative learning, and simulations within virtual worlds contributes to improvements in learners’ language proficiency, confidence, and empathy towards diverse social groups. Participants reported increased motivation and engagement, which was attributed to the immersive and interactive nature of the virtual environments. These studies highlight the importance of collaboration and reflection in facilitating language acquisition and intercultural understanding. Technical challenges were identified as potential barriers to implementation. The results demonstrate the potential of virtual worlds to enhance language education and foster empathy in diverse societies, offering valuable insights for educators and researchers. However, the findings may be limited by the specific contexts and sample sizes of these studies, warranting further research to explore the generalizability and long-term impact of virtual world interventions and not exaggerate the main conclusions. Full article
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20 pages, 7646 KiB  
Article
Challenges and Opportunities of Using Metaverse Tools for Participatory Architectural Design Processes
by Provides Ng, Sara Eloy, Micaela Raposo, Alberto Fernández González, Nuno Pereira da Silva, Marcos Figueiredo and Hira Zuberi
Virtual Worlds 2024, 3(3), 283-302; https://doi.org/10.3390/virtualworlds3030015 - 10 Jul 2024
Viewed by 1591
Abstract
Participatory design emerges as a proactive approach involving different stakeholders in design and decision-making processes, addressing diverse values and ensuring outcomes align with users’ needs. However, the inadequacy of engaging stakeholders with a spatial experience can result in uninformed and, consequently, unsuccessful design [...] Read more.
Participatory design emerges as a proactive approach involving different stakeholders in design and decision-making processes, addressing diverse values and ensuring outcomes align with users’ needs. However, the inadequacy of engaging stakeholders with a spatial experience can result in uninformed and, consequently, unsuccessful design solutions in a built environment. This paper explores how metaverse tools can help enhance participatory design by providing new collaborative opportunities via networked 3D environments. A hybrid format (online and in situ) co-creation process was documented and analysed, targeting public space design in London, Hong Kong, and Lisbon. The participants collaborated to address a set of design requirements via a tailored metaverse space, following a six-step methodology (Tour, Discuss, Rate, Define, Action, and Show and Tell). The preliminary results indicated that non-immersive metaverse tools help strengthen spatial collaboration through user perspective simulations, introducing novel interaction possibilities within design processes. The technology’s still-existing technical limitations may be tackled with careful engagement design, iterative reviews, and participants’ feedback. The experience documented prompts a reflection on the role of architects in process design and mediating multi-stakeholder collaboration, contributing to more inclusive, intuitive, and informed co-creation. Full article
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13 pages, 2769 KiB  
Article
Story Starter: A Tool for Controlling Multiple Virtual Reality Headsets with No Active Internet Connection
by Andy T. Woods, Laryssa Whittaker, Neil Smith, Robert Ispas, Jackson Moore, Roderick D. Morgan and James Bennett
Virtual Worlds 2024, 3(2), 171-183; https://doi.org/10.3390/virtualworlds3020009 - 8 Apr 2024
Viewed by 938
Abstract
Immersive events are becoming increasingly popular, allowing multiple people to experience a range of VR content simultaneously. Onboarders help people do VR experiences in these situations. Controlling VR headsets for others without physically having to put them on first is an important requirement [...] Read more.
Immersive events are becoming increasingly popular, allowing multiple people to experience a range of VR content simultaneously. Onboarders help people do VR experiences in these situations. Controlling VR headsets for others without physically having to put them on first is an important requirement here, as it streamlines the onboarding process and maximizes the number of viewers. Current off-the-shelf solutions require headsets to be connected to a cloud-based app via an active internet connection, which can be problematic in some locations. To address this challenge, we present Story Starter, a solution that enables the control of VR headsets without an active internet connection. Story Starter can start, stop, and install VR experiences, adjust device volume, and display information such as remaining battery life. We developed Story Starter in response to the UK-wide StoryTrails tour in the summer of 2022, which was held across 15 locations and attracted thousands of attendees who experienced a range of immersive content, including six VR experiences. Story Starter helped streamline the onboarding process by allowing onboarders to avoid putting the headset on themselves to complete routine tasks such as selecting and starting experiences, thereby minimizing COVID risks. Another benefit of not needing an active internet connection was that our headsets did not automatically update at inconvenient times, which we have found sometimes to break experiences. Converging evidence suggests that Story Starter was well-received and reliable. However, we also acknowledge some limitations of the solution and discuss several next steps we are considering. Full article
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Review

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22 pages, 7065 KiB  
Review
Integration of Immersive Approaches for Collaborative Processes with Building Information Modeling (BIM) Methodology for the AEC Industry: An Analysis of the Current State and Future Challenges
by Simone Balin, Cecilia M. Bolognesi and Paolo Borin
Virtual Worlds 2023, 2(4), 374-395; https://doi.org/10.3390/virtualworlds2040022 - 15 Nov 2023
Cited by 2 | Viewed by 1931
Abstract
This study aims to identify and analyze existing gaps in the integration of immersive approaches for collaborative processes with Building Information Modeling (BIM) in the Architecture, Engineering, and Construction (AEC) sector. Using a systematic approach that includes metadata analysis and review procedures, we [...] Read more.
This study aims to identify and analyze existing gaps in the integration of immersive approaches for collaborative processes with Building Information Modeling (BIM) in the Architecture, Engineering, and Construction (AEC) sector. Using a systematic approach that includes metadata analysis and review procedures, we have formulated specific research questions aimed at guiding future investigations into these gaps. Additionally, the analysis generates insights that could guide future research directions and improvements in the field. The methodology involves a comprehensive review of the literature, focusing on the interaction between immersiveness, BIM methodology, and collaborative processes. Data from 2010 to 2023 have been analyzed to ensure relevance and completeness. Our findings reveal current limitations in the field, such as the need for fully integrated prototypes and the execution of empirical studies to clarify operational processes. These limitations serve as the basis for our research questions. The study offers actionable insights that could guide future research and improvements in the AEC sector, particularly in the adoption of immersive technologies. The research underscores the urgency of addressing these challenges to facilitate ongoing development and greater adoption of immersive technologies in the AEC sector. Full article
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