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Novel Insights in Applied Computer Graphics, Game Technology, and AR/VR

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

Deadline for manuscript submissions: 20 January 2027 | Viewed by 1632

Special Issue Editor


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Guest Editor
Computer Science Department, The University of Auckland, Auckland 92019, New Zealand
Interests: computer graphics; scientific visualisation; biomedical visualisation; game technology; virtual reality (VR); augmented reality (AR); human–computer interfaces (HCIs)
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

This Special Issue explores novel insights in applied computer graphics, game technology, and augmented/virtual reality (AR/VR); fields at the forefront of visual computing and digital media. Computer graphics creates realistic visual representations across a wide range of applications, from entertainment and design to training, visualisation, and advertising. Game technology shapes immersive, interactive experiences, pushing the boundaries of storytelling and engagement. AR/VR bridges the physical and digital realms, transforming how we perceive and interact with the world.

Together, these domains reshape technology and industry by pushing the boundaries of human experience and innovation and they enhance creativity and storytelling, enabling realistic simulations and immersive worlds. In industries like healthcare, education, and architecture, they transform processes—providing interactive training, increased engagement and motivation, virtual walkthroughs, and precise visualisations. Their role in entertainment continues to evolve, driving advancements in hardware and software, while influencing consumer expectations and global markets. Together, they redefine how we interact with and perceive the digital and physical realms.

By presenting novel research, this Special Issue addresses critical challenges, fosters innovation, and highlights the transformative potential of these technologies in shaping the future. The emphasis of this Special Issue is on innovative applications of computer graphics, game technology, and AR/VR, and new algorithms/implementations with real-world applications.

Research topics of interest include (but are not limited to):

  • Real-time rendering;
  • Non-photorealistic rendering;
  • Novel techniques for 3D modelling and 3D content creation;
  • Medical visualisation and virtual surgery;
  • VR applications in education and healthcare;
  • Gamified and game-based education and healthcare applications;
  • Novel game technologies;
  • Serious games;
  • Architectural visualisation and digital twin technology;
  • Cinematic special effects;
  • Artistic expression through digital media;
  • Artificial intelligence for computer graphics;
  • Artificial intelligence for games;
  • Procedural content generation;
  • Haptic feedback and immersive controls;
  • Game accessibility innovations;
  • VR for cultural, environmental, and social science;
  • Social interactions in VR;
  • HCI research in computer graphics, games, and AR/VR;
  • Applied cognitive science research for games and AR/VR.

Dr. Burkhard Wünsche
Guest Editor

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 250 words) can be sent to the Editorial Office for assessment.

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

  • AR/VR
  • computer graphics
  • haptic feedback
  • immersive controls
  • game technologies

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Published Papers (2 papers)

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Research

30 pages, 2771 KB  
Article
The Haptic Fidelity Paradox in VR: Cognitive Load and User Satisfaction
by Yoona Jeong and Tack Woo
Appl. Sci. 2026, 16(8), 3722; https://doi.org/10.3390/app16083722 - 10 Apr 2026
Viewed by 458
Abstract
High-fidelity haptic interfaces are widely assumed to enhance virtual reality (VR) training; however, they can trigger a “fidelity paradox” where hardware complexity paradoxically degrades usability. Grounded in Task-Technology Fit (TTF) theory and Hassenzahl’s pragmatic-hedonic quality framework, this study investigates the mechanisms underlying this [...] Read more.
High-fidelity haptic interfaces are widely assumed to enhance virtual reality (VR) training; however, they can trigger a “fidelity paradox” where hardware complexity paradoxically degrades usability. Grounded in Task-Technology Fit (TTF) theory and Hassenzahl’s pragmatic-hedonic quality framework, this study investigates the mechanisms underlying this paradox through a within-subject experiment (N=70) in a VR cooking simulation comparing three interface paradigms: VR controllers (VRC), hand tracking (HT), and haptic gloves (HG). Results confirmed that HG’s low task-technology fit—manifested as tracking errors, physical resistance, and increased operational overhead—generated significantly higher extraneous cognitive load (H1) and degraded interaction satisfaction (H2) despite its superior intended sensory resolution. Critically, in the HG condition, pragmatic quality (technical reliability) was identified as the dominant driver of satisfaction, while hedonic quality additions (thermal feedback) did not show a significant independent contribution to satisfaction in the HG condition. Perceived training effectiveness remained above the neutral threshold across all conditions (H3), indicating that content-level TTF is preserved independently of interface-level TTF mismatch. These findings suggest that VR interface design should prioritize “functional sufficiency”—ensuring tools serve as transparent, seamless extensions of the user—over the blind pursuit of sensory maximization. Full article
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19 pages, 3074 KB  
Article
Enhancing Audio–Visual Synchronization and Spatiotemporal Expressiveness for Talking Face Generation
by Tao Wen, Hengjie Lu, Yuan Gao and Shugong Xu
Appl. Sci. 2026, 16(4), 1720; https://doi.org/10.3390/app16041720 - 9 Feb 2026
Viewed by 714
Abstract
Talking face generation aims to produce high-fidelity, temporally coherent videos of speakers with synchronized lip movements aligned to input audio. neural radiance fields (NeRF) are widely adopted due to their realistic modeling capabilities. However, existing NeRF-based approaches face several challenges. First, background noise [...] Read more.
Talking face generation aims to produce high-fidelity, temporally coherent videos of speakers with synchronized lip movements aligned to input audio. neural radiance fields (NeRF) are widely adopted due to their realistic modeling capabilities. However, existing NeRF-based approaches face several challenges. First, background noise often disrupts lip synchronization, making it difficult to align lip movements accurately with audio signals, especially when training data are temporally constrained. Furthermore, these methods suffer from spatiotemporal inconsistency, which manifests in two ways: temporally, unreliable audio signals lead to flickering lip movements, undermining coherence; spatially, the lack of facial structure constraints reduces realism and hinders training efficiency. To address these issues, we propose a NeRF-based method that enhances audio–visual synchronization and SpatioTemporal expressiveness for talking face generation (AVIST). Specifically, we enhance the saliency of human speech in audio using audio event features, effectively suppressing background noise interference during training and inference to improve lip-sync accuracy. Additionally, we introduce a feedback mechanism that incorporates lip features from preceding frames to stabilize current lip movements, mitigating temporal instability. Finally, we integrate facial depth supervision to expedite network training and enhance spatial consistency, resulting in more realistic face rendering. Extensive experiments on mainstream datasets demonstrate that AVIST achieves state-of-the-art performance in lip synchronization, spatiotemporal stability, and overall visual fidelity. Full article
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