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Special Issue "Virtual Reality and Games"

Special Issue Editors

Guest Editor
Prof. Carolina Cruz-Neira

University of Louisiana at Lafayette ,104 E University Ave, Lafayette, LA 70504, USA
Website | E-Mail
Interests: virtual reality; interaction; emerging technologies; multidisciplinary research
Guest Editor
Prof. Marcos Fernández Marín

University of Valencia, Valencia, Spain
Website | E-Mail
Interests: computer graphics; simulation; augmented reality; virtual reality; multimodal interfaces; human computer interaction
Guest Editor
Dr. Cristina Portalés Ricart

Institute of Robotics and Information and Communication Technologies (IRTIC), Universitat de València, Av. de Blasco Ibáñez, 13, València 46010, Spain
Website1 | Website2 | E-Mail
Interests: computer vision; HCI; augmented reality; multispectral imaging; 3D reconstruction; multimodal data acquisition and rendering

Special Issue Information

Dear Colleagues,

Recent developments in motion sensors, graphics, multimodal display technologies and interaction have paved the way for expanding the Virtual Reality (VR) gaming possibilities beyond traditional entertainment, providing seamless immersive experiences in highly interactive synthetic worlds. From active adventures to relaxing, passive immersion, VR evolves beyond the related technologies to take the user(s) into the heart of the story itself, perceiving it as in first person. The magic of VR makes serious games such as those involving education and training an engaging adventure, providing learning skills to improve users’ expertise. Industries related to real state, automobile, advertising or tourism are currently using VR gaming as a claim to attract new audiences or involve clients in new engaging experiences. As well, media artists, filmmakers, musicians and designers find in VR gaming an inspiring resource for their creations.

From a research point of view, there are many aspects that should be addressed. For instance, considering the variety of new sensors and displays technologies dealing with different kind of stimuli, issues regarding the level of immersion may arise. Also, what could be the optimal combination of these technologies depending on the kind of simulated VR and the proposed games? User-related studies, such as the level of engagement, satisfaction, learning or skills improvement needs also to be investigated.

This Special Issue aims to provide a collection of high quality research articles that address broad challenges in both theoretical and applied aspects of VR and games, including new software and hardware developments and user-related studies. We also aim to assess old questions in the new VR-gaming realm.

Prof. Carolina Cruz-Neira
Prof. Marcos Fernández Marín
Dr. Cristina Portalés Ricart
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 papers will be 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. Multimodal Technologies and Interaction 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) is waived for well-prepared manuscripts submitted to this issue. 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.


  • Animation
  • Interactive technologies
  • Computer graphics
  • Virtual environments
  • Gamification
  • User-related studies
  • Pervasive gaming
  • Visualisation techniques
  • Mobile games
  • Education and learning

Published Papers (1 paper)

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Open AccessArticle On a First Evaluation of ROMOT—A RObotic 3D MOvie Theatre—For Driving Safety Awareness
Multimodal Technologies Interact. 2017, 1(2), 6; doi:10.3390/mti1020006
Received: 13 February 2017 / Revised: 15 March 2017 / Accepted: 23 March 2017 / Published: 27 March 2017
PDF Full-text (8662 KB) | HTML Full-text | XML Full-text
In this paper, we introduce ROMOT, a RObotic 3D-MOvie Theatre, and present a case study related to driving safety. ROMOT is built with a robotic motion platform, includes multimodal devices, and supports audience-film interaction. We show the versatility of the system by means
[...] Read more.
In this paper, we introduce ROMOT, a RObotic 3D-MOvie Theatre, and present a case study related to driving safety. ROMOT is built with a robotic motion platform, includes multimodal devices, and supports audience-film interaction. We show the versatility of the system by means of different types of system setups and generated content that includes a first-person movie and others involving the technologies of virtual, augmented, and mixed realities. Finally, we present the results of some preliminary user tests made at the laboratory level, including the system usability scale. They give satisfactory scores for the usability of the system and the individual’s satisfaction. Full article
(This article belongs to the Special Issue Virtual Reality and Games)

Figure 1

Planned Papers

The below list represents only planned manuscripts. Some of these manuscripts have not been received by the Editorial Office yet. Papers submitted to MDPI journals are subject to peer-review.

Title: Health Implications of Augmented Reality Video Games for Young Teens and Children
Author: Ruth L. Milanaik
Summary: In recent years the video game market has embraced augmented reality video games, (ARG) a class of video games that is set to grow as VR technology develops. Given the widespread use of video games among children and adolescents, the health implications of ARG games must be closely examined. ARG games show potential for health promotion and social interaction, as research has shown that playing exergames results in energy expenditure levels comparable to moderate to rigorous exercise and may provide a subject bridge for like minded children. However, the full immersion and physical movement required in ARG games may also put users at risk for physical and mental harm. Our short review article and commentary will emphasis both the benefits and dangers of ARG for adolescents and children.

Journal Contact

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