Virtual Reality and Scientific Visualization, 2nd Edition

A special issue of Electronics (ISSN 2079-9292). This special issue belongs to the section "Computer Science & Engineering".

Deadline for manuscript submissions: closed (15 April 2024) | Viewed by 1774

Special Issue Editors


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Guest Editor
Department of Mathematics and Computer Science, University of Perugia, 06123 Perugia, Italy
Interests: parallel and distributed systems; grid computing; cloud computing; virtual reality and scientific visualization; implementation of algorithms for molecular studies; multimedia and internet computing; e-learning
Special Issues, Collections and Topics in MDPI journals
Department of Game Media, College of Future Industry, Gachon University, Seongnam-si 13120, Gyeonggi-do, Republic of Korea
Interests: AR and VR; game design; game therapy; application design
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
Department of Mathematics and Computer Science, University of Perugia, 06123 Perugia, Italy
Interests: computational science; HPC; virtual reality; artificial intelligence; cloud computing
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

In recent years, the availability of innovative, powerful, and low-cost immersive devices, accompanied by the availability of increasingly high-performing computers and smartphones, has generated a growing interest in virtual and augmented reality technologies.

Moreover, the availability of extremely high-performing development environments, such as Web3D, Blender, Unity, Unreal Engine, etc., allows the development of applications in a fast and very efficient way.

Scientific visualization represents a fundamental field of research for the understanding of properties often hidden in information and raw data. This sector has also benefited from the significant evolution that has been observed in both hardware and software technologies. This Special Issue aims to collect articles that can represent the state of the art in the development of virtual reality, augmented reality, and scientific visualization.

The Special Issue is focused on (but not limited to) the following themes:

  • virtual reality systems;
  • virtual reality tools and toolkits;
  • virtual, augmented, and mixed reality;
  • virtual reality languages (X3D, VRML, Collada, OpenGL, Swift);
  • advances on 3D engines (Unity, Unreal Engine, Amazon Lumberyard, AppGameKit VR,
  • steamVR, Oculus Studio, CryEngine, Godot, Blender);
  • immersive virtual reality devices (digital gloves, motion trackers, body trackers, HMDs);
  • virtual reality-based scientific visualization;
  • multi-user and distributed virtual reality and games;
  • immersive learning;
  • molecular virtual reality techniques;
  • virtual classes and practice;
  • virtual laboratories;
  • educational games;
  • serious games;
  • virtual reality applied to cultural heritage;
  • virtual reality applied to medicine and surgery;
  • VR systems for telecare and disabilities treatments;
  • advances in scientific visualization;
  • virtual reality UI/UX;
  • reducing virtual reality sickness;
  • virtual reality contents;
  • virtual reality system developer training.

Dr. Osvaldo Gervasi
Dr. JungYoon Kim
Dr. Damiano Perri
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. Electronics 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.

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Published Papers (2 papers)

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Research

29 pages, 2724 KiB  
Article
Understanding Pedestrian Cognition Workload in Traffic Environments Using Virtual Reality and Electroencephalography
by Francisco Luque, Víctor Armada, Luca Piovano, Rosa Jurado-Barba and Asunción Santamaría
Electronics 2024, 13(8), 1453; https://doi.org/10.3390/electronics13081453 - 11 Apr 2024
Viewed by 226
Abstract
Understanding pedestrians’ cognitive processes in traffic environments is crucial for developing strategies to enhance safety and reduce accidents. This study assesses the efficacy of virtual reality (VR) in evaluating pedestrian behavior in simulated road-crossing scenarios. It investigates VR’s capability to realistically mimic the [...] Read more.
Understanding pedestrians’ cognitive processes in traffic environments is crucial for developing strategies to enhance safety and reduce accidents. This study assesses the efficacy of virtual reality (VR) in evaluating pedestrian behavior in simulated road-crossing scenarios. It investigates VR’s capability to realistically mimic the cognitive load experienced in real-world settings. It examines the technical integration of VR with psychophysiological recording to capture cognitive demand indicators accurately. Utilizing a dedicated VR application and electroencephalogram (EEG) measurements, this research aims to elicit significant Event-Related Potentials (ERP), like P3 and Contingent Negative Variation (CNV), associated with decision-making processes. The initial results demonstrate VR’s effectiveness in creating realistic environments for investigating cognitive mechanisms and the balance between induced immersion and experienced discomfort. Additionally, the tasks involving time-to-arrival estimations and oddball scenarios elicited the anticipated components related to attentional and decision-making processes. Despite increased discomfort with extended VR exposure, our results show that it did not negatively impact the cognitive workload. These outcomes highlight VR’s efficacy in replicating the cognitive demands of real-world settings and provide evidence to understand the neurophysiological and behavioral dynamics of vulnerable road users (VRUs) in traffic scenarios. Furthermore, these findings support VR’s role in behavioral and neurophysiological research to design specific safety interventions for VRUs. Full article
(This article belongs to the Special Issue Virtual Reality and Scientific Visualization, 2nd Edition)
15 pages, 18498 KiB  
Article
The Optimal Color Space for Realistic Color Reproduction in Virtual Reality Content Design
by Hyun-Suh Kim, Eun Joung Kim and JungYoon Kim
Electronics 2023, 12(22), 4630; https://doi.org/10.3390/electronics12224630 - 12 Nov 2023
Viewed by 1256
Abstract
In the emerging era of the Metaverse in which virtual reality (VR) is used for various purposes such as product demonstration, marketing, and online commerce, it becomes essential to reproduce colors accurately not only for gaming but also for brand recognition and product [...] Read more.
In the emerging era of the Metaverse in which virtual reality (VR) is used for various purposes such as product demonstration, marketing, and online commerce, it becomes essential to reproduce colors accurately not only for gaming but also for brand recognition and product representation. In this regard, this study investigated the optimal color space to minimize the difference between the intended colors for the VR device and the colors selected on the designers’ monitor during the development process. To this end, this study conducted measurements and provided technical demonstrations to highlight the color differences between three different color spaces of sRGB, AdobeRGB, and DCI-P3. Through this approach, we discovered that designing the VR content using the DCI-P3 color gamut yields the most ideal results currently available. Full article
(This article belongs to the Special Issue Virtual Reality and Scientific Visualization, 2nd Edition)
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