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Recent Advances and Application of Virtual Reality

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Computing and Artificial Intelligence".

Deadline for manuscript submissions: 30 September 2025 | Viewed by 5887

Special Issue Editors


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Guest Editor
Department of Informatics and Telecommunications, University of Ioannina, 45110 Ioannina, Greece
Interests: fuzzy cognitive maps; artificial intelligence; big data; data mining; soft computing; computational intelligence techniques; biosignal processing and analysis; modeling and decision support systems; support vector machines; knowledge-based systems; simulation and modeling complex systems; intelligent systems; hierarchical systems and supervisory control; intelligent manufacturing systems; open innovation; technology transfer; educational methodologies and tools; virtual and augmentative reality
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
Department of Informatics and Telecommunications, University of Ioannina, 45110 Ioannina, Greece
Interests: mixed reality; data analytics; instructional design; gamification; serious games; digital learning

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Guest Editor

Special Issue Information

Dear Colleagues,

The rapid evolution of virtual reality (VR) has sparked a wave of innovation, with ground-breaking applications in fields as diverse as entertainment, healthcare, education and industry. From immersive gaming experiences and therapeutic interventions to virtual training simulations and digital twins, VR is reshaping how we interact with information, each other and the world around us. As VR technology continues to mature, it opens new frontiers for interdisciplinary research, integrating insights from computer science, psychology, cognitive science and human–computer interactions.

This Special Issue seeks to capture the current state of the art and future directions of VR research and development. We invite submissions that delve into the latest advancements in VR hardware, software and content creation, as well as innovative applications that harness the power of VR to address real-world challenges and opportunities. We also encourage contributions that explore the potential of VR to enhance human capabilities, foster creativity and drive social impact. We are also interested in studies that investigate the cognitive and psychological effects of VR, including how immersive environments influence perception, learning and behavior. Furthermore, contributions that assess the ethical implications of VR, such as privacy concerns, accessibility and the long-term societal impact, are highly valued.

The suggested themes and article types for submissions include the following:

  • Novel Technologies and Interfaces: New hardware, software and interaction techniques that enhance immersion, realism and user experience in VR environments.
  • Education and Training: Research works that examine how VR can revolutionize learning experiences through immersive simulations, interactive training modules and virtual field trips.
  • Applications in Healthcare: Studies related to the use of VR for medical training, therapy, pain management, rehabilitation and mental health interventions.
  • Applications in Culture, Tourism and Creative Industries: Studies that present VR usage in history, cultural events and enhancing touristic experience.
  • Application in Engineering: Studies related to manufacturing and I4.0 ecosystem.
  • VR for Social Interaction and Collaboration: Studies that investigate the impact of VR on social dynamics, communication and collaboration in virtual spaces.
  • VR in Art, Entertainment and Gaming: Showcases of creative and artistic uses of VR, as well as innovative game design and interactive storytelling experiences.
  • Ethical Considerations and Social Impact of VR: Position papers that discuss the ethical challenges and societal implications of widespread VR adoption, including privacy, accessibility and potential psychological effects.

In this Special Issue, both original research articles and reviews are welcome. We encourage submissions that present novel findings, critical analyses and future directions in the field of virtual reality.

Prof. Dr. Chrysostomos Stylios
Dr. Athanasios Christopoulos
Dr. Stylianos Mystakidis
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. Applied Sciences is an international peer-reviewed open access semimonthly 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 2400 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.

Keywords

  • virtual reality
  • VR technology
  • immersive experiences
  • VR applications
  • healthcare
  • education
  • training
  • social interaction
  • collaboration
  • gaming
  • ethics

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Published Papers (4 papers)

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Research

11 pages, 1808 KiB  
Article
The Use of Mixed Reality in Training Trainers—A Single-Centre Study
by Prabhjot Singh Malhotra, Swati Jain, Silvia Stefanova Karcheva and Adel Helmy
Appl. Sci. 2025, 15(5), 2403; https://doi.org/10.3390/app15052403 - 24 Feb 2025
Viewed by 458
Abstract
There has been an exponential increase in the utility of mixed-reality (MR) software as a tool for medical education and training due to its immersive and interactive capabilities. Whilst it has been progressively used in surgical training or in simulation training, there is [...] Read more.
There has been an exponential increase in the utility of mixed-reality (MR) software as a tool for medical education and training due to its immersive and interactive capabilities. Whilst it has been progressively used in surgical training or in simulation training, there is a significant lack of using it to train the “trainers”. In this single-centre prospective study, MR technology was used to deliver a dedicated 2-h tutorial in surgical training to two cohorts of postgraduate students attending a course on clinical research and education. The Microsoft HoloLens 2 was used to run mixed-reality software capable of rendering CT scan images of a normal brain, an MRI of a large meningioma, an abdominal–pelvic CT scan, and a 3D-printed cranioplasty scan. The participants were then asked to complete a post-usage questionnaire in an anonymous manner. Fourteen participants attended the teaching session and completed the post-usage questionnaire. Scores obtained on the User Experience Questionnaire (UEQ) revealed that MR technology is rated “Excellent” on quality aspects for Attractiveness, Stimulation and Novelty. This prospective study provides insight into incorporating MR in training the trainers, allowing them to be equipped with the technology to imparting education to the next generation across various disciplines. Full article
(This article belongs to the Special Issue Recent Advances and Application of Virtual Reality)
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16 pages, 1372 KiB  
Article
Improving Emotion Regulation, Internalizing Symptoms and Cognitive Functions in Adolescents at Risk of Executive Dysfunction—A Controlled Pilot VR Study
by Anna Carballo-Marquez, Aikaterini Ampatzoglou, Juliana Rojas-Rincón, Anna Garcia-Casanovas, Maite Garolera, Maria Fernández-Capo and Bruno Porras-Garcia
Appl. Sci. 2025, 15(3), 1223; https://doi.org/10.3390/app15031223 - 25 Jan 2025
Viewed by 2220
Abstract
Executive functions (EFs) are essential cognitive processes involved in concentration, planning, decision-making, and impulse control during adolescence. Executive Dysfunction (ED) can lead to significant academic and socio-emotional difficulties, particularly with impairments in emotion regulation (ER). This study aims to assess a virtual reality [...] Read more.
Executive functions (EFs) are essential cognitive processes involved in concentration, planning, decision-making, and impulse control during adolescence. Executive Dysfunction (ED) can lead to significant academic and socio-emotional difficulties, particularly with impairments in emotion regulation (ER). This study aims to assess a virtual reality (VR) cognitive training intervention on EFs, ER, and internalizing symptoms in adolescents at risk for ED. Thirty-eight adolescents aged 12–14 years, identified as being at moderate to high risk for ED, were randomly assigned to two groups. The experimental group (n = 22) received gamified VR cognitive training, while the control group (n = 16) received VR nature-based relaxation training. Both interventions lasted five weeks, twice a week for 30 min each. Pre- and post-assessments included ER skills, internalizing symptoms, and cognitive performance measures. Two-way mixed ANOVAs showed significant group × time interactions (p < 0.05) in measures of depression and internalizing symptoms. The experimental group showed significant reductions in these symptoms compared with the control group. Significant main effects of time (p < 0.05) were also found on some measures. Both groups experienced reduced anxiety, improved emotional control and cognitive functioning, and VR cognitive training was particularly effective in reducing internalizing symptoms, while both interventions showed promising results in improving some ER skills and cognitive performance. The findings demonstrate the preliminary effects of VR-based cognitive training in improving the psychological and cognitive well-being of adolescents at risk for ED and suggest that integrating VR technologies into educational settings can effectively address the cognitive and emotional challenges faced by these students. Full article
(This article belongs to the Special Issue Recent Advances and Application of Virtual Reality)
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21 pages, 4634 KiB  
Article
A Study of the AR Solutions Used in the Dangerous Goods Acceptance Process in Airport Cargo Warehouses
by Anna Jodejko-Pietruczuk, Agnieszka A. Tubis and Franciszek J. Restel
Appl. Sci. 2025, 15(2), 589; https://doi.org/10.3390/app15020589 - 9 Jan 2025
Viewed by 731
Abstract
Background: The paper aims at answering cognitive questions which let one draw conclusions on AR usability in terms of supporting the dangerous goods acceptance (DGA) process before air transportation, including (1) which operations of the DGA process in airports reveal the highest potential [...] Read more.
Background: The paper aims at answering cognitive questions which let one draw conclusions on AR usability in terms of supporting the dangerous goods acceptance (DGA) process before air transportation, including (1) which operations of the DGA process in airports reveal the highest potential in terms of being supported by AR solutions? (2) Which parameters of the DGA process can be improved by the use of AR solutions? (3) What benefits and drawbacks of solutions derived from the use of AR technology have been noticed in practical experiments? Research method: The study has been conducted by analysing the DGA process while considering the support of AR technology, the development of AR applications for AR goggles and a mobile phone, and their practical testing. Results: There has been a model of the DGA process has been developed in the paper as well as decision algorithms, helping operators controlling DGs before a flight, have been identified. Following these foundations, the design of functions supporting the DG acceptance process has been indicated and their expected influence on DGA results has been evaluated. Conclusions: The potential for AR support in DGA has been very positively assessed by experts; however, there have also been observed differences between functions that indicate the most promising and less promising aspects. Operators especially appreciate AR goggles when their goal is to show a virtual picture of data and related law regulations regarding controlled DGs, while interactions with AR goggles are assessed less positively. The results also prove that, at the present stage of technology development, AR tools can assist an operator and neither of the operations can be carried out automatically. Full article
(This article belongs to the Special Issue Recent Advances and Application of Virtual Reality)
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16 pages, 3974 KiB  
Article
Exploring the Perceived Ease of Use of an Immersive VR Engine Room Simulator among Maritime Students: A Segmentation Approach
by David Bačnar, Demir Barić and Dario Ogrizović
Appl. Sci. 2024, 14(18), 8208; https://doi.org/10.3390/app14188208 - 12 Sep 2024
Cited by 4 | Viewed by 1711
Abstract
The integration of innovative technologies, such as Virtual Reality (VR), into maritime education presents a substantial challenge but also offers significant potential for enhancing training and knowledge transmission. This study aims to contribute to the existing body of knowledge by providing segmented insights [...] Read more.
The integration of innovative technologies, such as Virtual Reality (VR), into maritime education presents a substantial challenge but also offers significant potential for enhancing training and knowledge transmission. This study aims to contribute to the existing body of knowledge by providing segmented insights into maritime students’ Perceived Ease of Use (PEU) of an immersive engine room VR simulator. The study analysed a sample of 58 students from the Faculty of Maritime Studies at the University of Rijeka, covering undergraduate, graduate, and specialized maritime education programs. Through hierarchical and non-hierarchical cluster analyses, two distinct segments were identified and named Proactivists and Moderates. The findings reveal significant differences between extracted sub-groups regarding (i) perceived benefits of using the VR engine room simulator in learning and education, (ii) future intention to use the technology, and (iii) overall experience. Study insights can directly aid educators and software developers in enhancing the further implementation of VR technology in maritime education. Full article
(This article belongs to the Special Issue Recent Advances and Application of Virtual Reality)
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