Topic Editors

Department of Design Engineering, Technical University of Cluj-Napoca, 400114 Cluj-Napoca, Romania
Prof. Dr. Dorin-Mircea Popovici
Department of Mathematics and Computer Science, Ovidius University of Constanta, 900527 Constanța, Romania
Department of Design Engineering, Technical University of Cluj-Napoca, 400114 Cluj-Napoca, Romania
Department of Mechanical Engineering, National Cheng Kung University, Tainan 70101, Taiwan

Simulations and Applications of Augmented and Virtual Reality, 2nd Edition

Abstract submission deadline
20 March 2025
Manuscript submission deadline
20 June 2025
Viewed by
7574

Topic Information

Dear Colleagues,

The impact of Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) technologies is redefining the digital landscape. These technologies have been widely adopted within various domains, such as education, medicine, engineering, architecture, entertainment, art and culture. The ever-increasing adoption and accessibility of VR, AR and MR technologies have fueled a growing demand for advanced applications, paving the way for cutting-edge research opportunities.

The Topic Editors encourage the submission of original and mature research studies backed by data and data analytics that discuss the advances of VR, AR, MR and associated technologies.

This Topic is an opportunity for the scientific community to present their latest research contributions in the field of Extended Reality (XR).

Topics of interest include but are not limited to:

  • VR/AR/MR applications;
  • VR/AR/MR collaboration;
  • Artificial intelligence/machine learning for VR/AR/MR;
  • Natural multimodal interaction for VR/AR/MR;
  • Content creation and management for VR/AR/MR;
  • Human–computer interactions for VR/AR/MR;
  • Perception/presence for VR/AR/MR;
  • Education, gamification and entertainment in VR/AR/MR;
  • Immersive exergames for health and wellbeing in VR/AR/MR;
  • Production planning and digital manufacturing in VR/AR/MR;
  • Cultural heritage and art in VR/AR/MR.

Dr. Radu Comes
Prof. Dr. Dorin-Mircea Popovici
Prof. Dr. Calin Gheorghe Dan Neamtu
Prof. Dr. Jing-Jing Fang
Topic Editors

Keywords

  • virtual reality
  • augmented reality
  • mixed reality
  • multimodal interaction
  • immersive
  • extended reality
  • human–computer interactions

Participating Journals

Journal Name Impact Factor CiteScore Launched Year First Decision (median) APC
Applied Sciences
applsci
2.5 5.3 2011 17.8 Days CHF 2400 Submit
Computers
computers
2.6 5.4 2012 17.2 Days CHF 1800 Submit
Electronics
electronics
2.6 5.3 2012 16.8 Days CHF 2400 Submit
Sensors
sensors
3.4 7.3 2001 16.8 Days CHF 2600 Submit
Virtual Worlds
virtualworlds
- - 2022 36.6 Days CHF 1000 Submit

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Published Papers (6 papers)

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22 pages, 2112 KiB  
Article
Risk Assessment for the Development of Emergency Scenarios for Tram Driver Training
by Agnieszka A. Tubis, Artur Kierzkowski, Tomasz Kisiel, Ewa Mardeusz, Jacek Ryczyński and Łukasz Wolniewicz
Appl. Sci. 2024, 14(22), 10444; https://doi.org/10.3390/app142210444 - 13 Nov 2024
Viewed by 539
Abstract
(1) Background: This article presents research results from a project to develop a simulator and training program for tram drivers based on virtual reality tools. This article aims to present the research results on the risk assessment of adverse events to develop training [...] Read more.
(1) Background: This article presents research results from a project to develop a simulator and training program for tram drivers based on virtual reality tools. This article aims to present the research results on the risk assessment of adverse events to develop training scenarios for tram drivers. (2) Methods: The research methodology involved four steps, including the identification of adverse events based on interviews with experts, estimation of risk parameters, risk assessment using fuzzy logic, and risk evaluation to identify events recommended for the training program. (3) Results: Thirteen adverse events related to tram driving were identified and ranked according to the proposed classification. A risk assessment was then performed for the selected group of events using fuzzy logic models. The results made it possible to recommend situations that should be mapped in the virtual world as part of a tram driver training program. (4) Conclusions: The results made it possible to distinguish a group of events that should constitute the training area dedicated to tram drivers. Including the developed emergency scenarios in the training program allows employees to examine their reactions to stressful or dangerous situations and better prepare themselves for future duties. Full article
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13 pages, 4726 KiB  
Article
Enhancing Multisensory Virtual Reality Environments through Olfactory Stimuli for Autobiographical Memory Retrieval
by Vasilică-Gabriel Sasu, Dragoș Cîrneci, Nicolae Goga, Ramona Popa, Răzvan-Florin Neacșu, Maria Goga, Ioana Podina, Ioan Alexandru Bratosin, Cosmin-Andrei Bordea, Laurențiu Nicolae Pomana, Antonio Valentin Stan and Bianca Popescu
Appl. Sci. 2024, 14(19), 8826; https://doi.org/10.3390/app14198826 - 1 Oct 2024
Viewed by 1126
Abstract
This paper examines the use of multisensory virtual reality (VR) as a novel approach in psychological therapy for autobiographical memory retrieval with benefits for cognitive enhancement, stress reduction, etc. Previous studies demonstrated improved outcomes in treating various psychological conditions (affective disorders and PTSD). [...] Read more.
This paper examines the use of multisensory virtual reality (VR) as a novel approach in psychological therapy for autobiographical memory retrieval with benefits for cognitive enhancement, stress reduction, etc. Previous studies demonstrated improved outcomes in treating various psychological conditions (affective disorders and PTSD). Technological advancements in VR, such as olfactory integration, can contribute to the realism and therapeutic potential of these environments. The integration of various physical stimuli with VR holds promising potential for psychological therapies and highlights the need for further interdisciplinary research. In this pilot study, we tested the efficacy of a new system for triggering autobiographical memory retrieval. For this, we used images combined with odors in a congruent manner and offering participants the chance to interact with the VR environment by using two virtual hands. We evaluated the efficacy of this system using qualitative methods, with emphasis on the evaluation of the emotions associated with memory recollection and the ease of triggering memories. All participants in our pilot study experienced intense emotions related to childhood or adolescence, and the pleasant feelings they had during the experiment persisted even after it ended. This is an advancement to what exists currently and provides original research elements for our paper. Full article
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22 pages, 1904 KiB  
Article
SLACPSS: Secure Lightweight Authentication for Cyber–Physical–Social Systems
by Ahmed Zedaan M. Abed, Tamer Abdelkader and Mohamed Hashem
Computers 2024, 13(9), 225; https://doi.org/10.3390/computers13090225 - 9 Sep 2024
Viewed by 1237
Abstract
The concept of Cyber–Physical–Social Systems (CPSSs) has emerged as a response to the need to understand the interaction between Cyber–Physical Systems (CPSs) and humans. This shift from CPSs to CPSSs is primarily due to the widespread use of sensor-equipped smart devices that are [...] Read more.
The concept of Cyber–Physical–Social Systems (CPSSs) has emerged as a response to the need to understand the interaction between Cyber–Physical Systems (CPSs) and humans. This shift from CPSs to CPSSs is primarily due to the widespread use of sensor-equipped smart devices that are closely connected to users. CPSSs have been a topic of interest for more than ten years, gaining increasing attention in recent years. The inclusion of human elements in CPS research has presented new challenges, particularly in understanding human dynamics, which adds complexity that has yet to be fully explored. CPSSs are a base class and consist of three basic components (cyberspace, physical space, and social space). We map the components of the metaverse with that of a CPSS, and we show that the metaverse is an implementation of a Cyber–Physical–Social System (CPSS). The metaverse is made up of computer systems with many elements, such as artificial intelligence, computer vision, image processing, mixed reality, augmented reality, and extended reality. It also comprises physical systems, controlled objects, and human interaction. The identification process in CPSSs suffers from weak security, and the authentication problem requires heavy computation. Therefore, we propose a new protocol for secure lightweight authentication in Cyber–Physical–Social Systems (SLACPSSs) to offer secure communication between platform servers and users as well as secure interactions between avatars. We perform a security analysis and compare the proposed protocol to the related previous ones. The analysis shows that the proposed protocol is lightweight and secure. Full article
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14 pages, 1740 KiB  
Article
A Vestibular Training to Reduce Dizziness
by Heiko Hecht, Carla Aulenbacher, Laurin Helmbold, Henrik Eichhorn and Christoph von Castell
Appl. Sci. 2024, 14(16), 6870; https://doi.org/10.3390/app14166870 - 6 Aug 2024
Viewed by 1096
Abstract
Many situations can induce dizziness in healthy participants, be it when riding a carrousel or when making head movements while wearing a head-mounted display. Everybody—maybe with the exception of vestibular loss patients—is prone to dizziness, albeit to widely varying degrees. Some people get [...] Read more.
Many situations can induce dizziness in healthy participants, be it when riding a carrousel or when making head movements while wearing a head-mounted display. Everybody—maybe with the exception of vestibular loss patients—is prone to dizziness, albeit to widely varying degrees. Some people get dizzy after a single rotation around the body axis, while others can perform multiple pirouettes without the slightest symptoms. We have developed a form of vestibular habituation training with the purpose of reducing proneness to dizziness. The training consists of a short (8 min) exercise routine which is moderate enough that it can easily be integrated into a daily routine. Twenty volunteers performed the training over the course of two weeks. We measured subjective dizziness before and after each daily session. We also performed several vestibular tests before (pre-test) and after (post-test) the two-week training period. They included exposure to a rotating and pitching visual environment while standing upright, as well as a physical rotation that was abruptly stopped. The results show that the dizziness induced during a given daily session decreased over the course of the two weeks. The dizziness induced by the rotating visual stimulus was significantly less after completion of the training period compared with the initial pre-test. Also, postural stability and post-rotatory spinning sensations had improved when comparing the post-test with the pre-test. We conclude that a short regular vestibular training can significantly improve proneness to dizziness. Full article
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16 pages, 5014 KiB  
Article
Leveraging Virtual Reality for the Visualization of Non-Observable Electrical Circuit Principles in Engineering Education
by Elliott Wolbach, Michael Hempel and Hamid Sharif
Virtual Worlds 2024, 3(3), 303-318; https://doi.org/10.3390/virtualworlds3030016 - 2 Aug 2024
Viewed by 1170
Abstract
As technology advances, the field of electrical and computer engineering continuously demands the introduction of innovative new tools and methodologies to facilitate the effective learning and comprehension of fundamental concepts. This research addresses an identified gap in technology-augmented education capabilities and researches the [...] Read more.
As technology advances, the field of electrical and computer engineering continuously demands the introduction of innovative new tools and methodologies to facilitate the effective learning and comprehension of fundamental concepts. This research addresses an identified gap in technology-augmented education capabilities and researches the integration of virtual reality (VR) technology with real-time electronic circuit simulation to enable and enhance the visualization of non-observable concepts such as voltage distribution and current flow within these circuits. In this paper, we describe the development of our immersive educational platform, which makes understanding these abstract concepts intuitive and engaging. This research also involves the design and development of a VR-based circuit simulation environment. By leveraging VR’s immersive capabilities, our system enables users to physically interact with electronic components, observe the flow of electrical signals, and manipulate circuit parameters in real-time. Through this immersive experience, learners can gain a deeper understanding of fundamental electronic principles, transcending the limitations of traditional two-dimensional diagrams and equations. Furthermore, this research focuses on the implementation of advanced and novel visualization techniques within the VR environment for non-observable electrical and electromagnetic properties, providing users with a clearer and more intuitive understanding of electrical circuit concepts. Examples include color-coded pathways for current flow and dynamic voltage gradient visualization. Additionally, real-time data representation and graphical overlays are researched and integrated to offer users insights into the dynamic behavior of circuits, allowing for better analysis and troubleshooting. Full article
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15 pages, 3392 KiB  
Article
Design of Lumbar Rehabilitation Training System Based on Virtual Reality
by Jiani Liu, Ping Shi and Hongliu Yu
Electronics 2024, 13(10), 1850; https://doi.org/10.3390/electronics13101850 - 9 May 2024
Viewed by 1158
Abstract
A virtual reality-based lumbar rehabilitation training system is designed to address the increasing number of patients with low back pain (LBP) year by year. Attitude sensors are used to track lower back movement. In order to improve the effect of rehabilitation training, several [...] Read more.
A virtual reality-based lumbar rehabilitation training system is designed to address the increasing number of patients with low back pain (LBP) year by year. Attitude sensors are used to track lower back movement. In order to improve the effect of rehabilitation training, several virtual rehabilitation training games and assessment scenes are designed based on the Unity3D engine to complete different tasks from simple to complex. The goal is to increase patients’ interest in rehabilitation training. The experimental results verify the accuracy of rehabilitation data acquisition, real-time interactive communication, and the smooth operation of rehabilitation scenes. Full article
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