Special Issue "Augmented Reality: Current Trends, Challenges and Prospects"

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 June 2019

Special Issue Editor

Guest Editor
Prof. Jiro Tanaka

Graduate School of Information, Production and Systems, WASEDA University 2-7 Hibikino, Wakamatsu-ku, Kitakyushu, Fukuoka 808-0135, Japan
Website | E-Mail
Interests: human-computer interaction; augmented reality; gesture interface; fusion of real world & virtual world; next generation E-Commerce Service

Special Issue Information

Dear Colleagues,

Augmented Reality (AR)/Mixed Reality (MR), which adds virtual stuff to our real world environment, are expected to become a big part of our future life. AR overlays digital information on real-world elements. MR brings real world and digital elements together. AR/MR technology bridges the gap between the cyber-physical IoT and the real world. With AR/MR, we can interact with physical and virtual world, using next-generation sensing and imaging technologies. AR/MR allows us to see and immerse ourselves in the world around us even as we interact with a virtual environment. 

The purpose of this Special Issue is to bring together state-of-the-art achievements on Augmented Reality and Its Applications. We encourage authors to submit original research articles, case studies, reviews, theoretical and critical perspectives, and viewpoint articles on the following topics, but not limited to:

  • Multimedia & sensory input, including affective computing and human behavior sensing for AR/MR, multisensory analysis, integration, and synchronization;
  • Speech, gestures, tracking techniques for AR/MR;
  • Multisensory experiences and improved immersion, including audio-visual installations, haptics/tactile, etc;
  • Interaction design & new approaches for interaction in AR/MR, incl. tangible interfaces, multimodal communication and collaborative experiences, gesture-
  • Applications, such as Healthcare, Virtual travel, Lifelogging, E-sports, Games, etc use cases, prototypes, or prove of concepts;
  • Social aspects in AR/MR interaction…

Prof. Jiro Tanaka
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 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. 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 1500 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

  • Multimedia & sensory input for AR/MR;
  • Affective computing;
  • Human behavior sensing;
  • Gesture interface;
  • Machine learning techniques for input recognition;
  • New interaction design for AR/MR;
  • AR/MR applications: Healthcare, Virtual travel, Lifelogging, E-sports, Games, etc;
  • Issues on real world and virtual world integration;
  • Social aspects in AR/MR interaction…

Published Papers (2 papers)

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Research

Open AccessArticle Application of Virtual Reality for Learning the Material Properties of Shape Memory Alloys
Appl. Sci. 2019, 9(3), 580; https://doi.org/10.3390/app9030580
Received: 11 January 2019 / Revised: 2 February 2019 / Accepted: 7 February 2019 / Published: 10 February 2019
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Abstract
A shape memory alloy (SMA) is an alloy which can eliminate deformation at lower temperatures and restore its original shape upon heating. SMAs have been receiving considerable attention in the research field of materials science, and their applications include robotics, automotive, aerospace, and [...] Read more.
A shape memory alloy (SMA) is an alloy which can eliminate deformation at lower temperatures and restore its original shape upon heating. SMAs have been receiving considerable attention in the research field of materials science, and their applications include robotics, automotive, aerospace, and biomedical industries. Observing the SMA’s shaping and restoration processes is important for understanding its working principles and applications. However, the transformation of its crystal structure with temperature can only be seen using special equipment, such as a transmission electron microscope (TEM), which is an expensive apparatus and the operation requires professional skills. In this study, a teaching module is designed using virtual reality (VR) technology and research results of an SMA to show its shape memory properties, shaping and restoration processes, as well as the real-life applications in an immersive and interactive way. A teaching experiment has been conducted to analyze students’ learning effectiveness using the teaching module (the experimental group) compared with that of using real SMA materials as the teaching aids (the control group). Two classes of students in the Department of Materials Science (one as the experimental group and the other as the control group) were selected as the samples by convenience sampling from a university in North Taiwan. The experimental group contained 52 students and the control group contained 70 students. A nonequivalent pretest-posttest design was adopted to explore whether the two groups had a significant difference in learning effectiveness. The experimental results reveal that the teaching module can improve the learning effectiveness significantly (p = 0.001), and the questionnaire results also show that a majority of the students had positive attitudes about the teaching module. They believed that it could increase their learning motivation and help them understand the properties and applications of the SMA. Full article
(This article belongs to the Special Issue Augmented Reality: Current Trends, Challenges and Prospects)
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Open AccessArticle Developing and Evaluating a Virtual Reality-Based Navigation System for Pre-Sale Housing Sales
Appl. Sci. 2018, 8(6), 952; https://doi.org/10.3390/app8060952
Received: 22 May 2018 / Revised: 5 June 2018 / Accepted: 5 June 2018 / Published: 8 June 2018
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Abstract
Virtual reality (VR) technologies have advanced rapidly in the past few years, and many industries have adopted these cutting-edge technologies for diverse applications to improve their industrial competitiveness. VR has also received considerable recognition in the architecture, engineering, and construction industries, because it [...] Read more.
Virtual reality (VR) technologies have advanced rapidly in the past few years, and many industries have adopted these cutting-edge technologies for diverse applications to improve their industrial competitiveness. VR has also received considerable recognition in the architecture, engineering, and construction industries, because it can potentially reduce project costs, delivery time, and quality risks, by allowing users to experience unbuilt spaces before breaking ground, resolving construction conflicts virtually, and reviewing complex details in immersive environments. In the real estate market, VR can also play an important role in affecting buyers’ housing purchasing decisions, especially for housing markets in Asia, where the pre-sale system is extremely common. Applying VR to the pre-sale housing system is promising, because the concept of pre-sale refers to a strategy adopted by developers that sell housing through agreements on residential units that have not been constructed yet, and VR at this stage could be a useful tool for visual communication in a true-to-scale environment. However, does VR really benefit sales in the housing market? Can clients accept using VR, instead of using traditional materials (i.e., paper-based images and physical models), to navigate and experience housing projects? The objective of this study is to develop a VR-based navigation system for a pre-sale housing project in Taiwan. We invited 30 potential clients to test the system and explore the implications of using it for project navigation. The results reveal that VR enhances the understandings of a project (perceived usefulness) and increases clients’ intention to purchase, while the operation of VR (perceived ease-of-use) is still the major challenge to affect clients’ satisfaction and the developer’s acceptance with respect to applying it to future housing sales. Full article
(This article belongs to the Special Issue Augmented Reality: Current Trends, Challenges and Prospects)
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