Special Issue "New Frontiers in Virtual Reality: Methods, Devices and Applications"

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

Deadline for manuscript submissions: 10 September 2021.

Special Issue Editors

Prof. Dr. Diego Gutierrez
E-Mail Website
Guest Editor
Universidad de Zaragoza, EINA (Edificio Ada Byron), 50018 Zaragoza, Spain
Interests: physically based global illumination; computational imaging and virtual reality
Dr. Ana Serrano
E-Mail Website
Guest Editor
Department 4: Computer Graphics, Max-Planck-Institut für Informatik, 66123 Saarbrücken, Germany
Interests: visual computing; computational imaging; applied perception; virtual reality
Dr. Qi Sun
E-Mail Website
Guest Editor
NYU Tandon School of Engineering, New York University, Brooklyn, NY 11201, USA
Interests: perceptual computer graphics; virtual reality; augmented reality; visual optics; human–computer interaction

Special Issue Information

Dear Colleagues,

Virtual reality (VR) has the potential to dramatically change the way we create and consume content in our everyday life. This technology has the ability to unlock unprecedented user experiences by allowing for an increased sense of presence, immersion, and engagement. In the last few years, we have witnessed astonishing progress in technological developments, such as capture and display technologies, accompanied by a steady advance in the understanding of cognitive factors regarding user perceptions in this new medium. This has enabled many applications, including in education, entertainment, training, cognitive and psychological therapies, design, communication, and advertising.

For VR to become commonplace and realize its full potential, various aspects of capture and display technologies, computer graphics, computer vision, visualization techniques, and applied perception play a crucial role. This Special Issue welcomes contributions addressing interdisciplinary research challenges towards generating complete, engaging VR experiences. In this Special Issue, original research articles and reviews are welcome. Expected contributions of this Special Issue include, but are not limited to: 

  • VR systems (capture hardware, displays, and visualization techniques)
  • Immersive sensory devices (eye-tracking technologies, motion tracking, haptic devices, etc.)
  • 3D environment understanding (tracking, segmentation, recognition, etc.)
  • Immersive interfaces and interaction
  • Multimodality in VR
  • Navigation techniques for VR
  • Cognitive factors and perception in VR
  • Presence and embodiment
  • Content generation and applications (cinematography, telepresence, games, education, cultural heritage, medicine, therapy, training, simulation, etc.)

We look forward to receiving your contributions.

Prof. Dr. Diego Gutierrez
Dr. Ana Serrano
Dr. Qi Sun
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. 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 2000 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 systems
  • 3D environment understanding
  • Immersive devices
  • Immersive interfaces
  • Multimodality
  • VR navigation
  • Perception in VR
  • Presence and embodiment in VR
  • VR applications

Published Papers (2 papers)

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Research

Article
A Study on Visually Induced VR Reduction Method for Virtual Reality Sickness
Appl. Sci. 2021, 11(14), 6339; https://doi.org/10.3390/app11146339 - 08 Jul 2021
Viewed by 336
Abstract
In this paper, we propose a new type of visually induced reduction method for virtual reality (VR) sickness. This method induces a gaze based on a visual guide (VG). Although VGs are used in commercial VR game contents as crosshairs, no studies have [...] Read more.
In this paper, we propose a new type of visually induced reduction method for virtual reality (VR) sickness. This method induces a gaze based on a visual guide (VG). Although VGs are used in commercial VR game contents as crosshairs, no studies have been conducted related to VR sickness. VGs can have various properties determined by position, size, shape, color, etc., and it was necessary to investigate which properties affect VR sickness. In particular, size and position of VG are properties that directly affect the user’s gaze movement. Therefore, in this paper, five VR sickness reduction methods with different position and size of VG are proposed. Then, an experiment was conducted to investigate the effectiveness of the proposed VR sickness reduction method. To this end, a SSQ (including nausea, oculomotor discomfort, disorientation, and total score) and a questionnaire on fatigue and immersion were used. From the experimental results, a VG with a size 30% that of the aspect ratio, and a position synchronized to the user’s head movement direction, was most effective in terms of VR sickness reduction and immersion. Full article
(This article belongs to the Special Issue New Frontiers in Virtual Reality: Methods, Devices and Applications)
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Article
Impact of View-Dependent Image-Based Effects on Perception of Visual Realism and Presence in Virtual Reality Environments Created Using Multi-Camera Systems
Appl. Sci. 2021, 11(13), 6173; https://doi.org/10.3390/app11136173 - 02 Jul 2021
Viewed by 322
Abstract
Several recent works have presented image-based methods for creating high-fidelity immersive virtual environments from photographs of real-world scenes. In this paper, we provide a user-centered evaluation of such methods by way of a user study investigating their impact on viewers’ perception of visual [...] Read more.
Several recent works have presented image-based methods for creating high-fidelity immersive virtual environments from photographs of real-world scenes. In this paper, we provide a user-centered evaluation of such methods by way of a user study investigating their impact on viewers’ perception of visual realism and sense of presence. In particular, we focus on two specific elements commonly introduced by image-based approaches. First, we investigate the extent to which using dedicated image-based rendering algorithms to render the scene with view-dependent effects (such as specular highlights) causes users to perceive it as being more realistic. Second, we study whether making the scene fade out beyond a fixed volume in 3D space significantly reduces participants’ feeling of being there, examining different sizes for this viewing volume. To provide details on the virtual environment used in the study, we also describe how we recreated a museum gallery for room-scale virtual reality using a custom-built multi-camera rig. The results of our study show that using image-based rendering to render view-dependent effects can effectively enhance the perception of visual realism and elicit a stronger sense of presence, even when it implies constraining the viewing volume to a small range of motion. Full article
(This article belongs to the Special Issue New Frontiers in Virtual Reality: Methods, Devices and Applications)
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