End User Applications for Virtual, Augmented, and Mixed Reality

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

Deadline for manuscript submissions: 15 May 2026 | Viewed by 1215

Special Issue Editors


E-Mail Website
Guest Editor
State Key Lab of CAD&CG, Zhejiang University, Hangzhou 310058, China
Interests: 3D modeling; physics-based simulation; deep learning; AR/VR
Department of Software Engineering, School of Informatics, Xiamen University, Xiamen 361005, China
Interests: computer graphics; 3D vision; multimedia

E-Mail Website
Guest Editor
School of Informatics, Xiamen University, Xiamen 361005, China
Interests: AR/VR; human–computer interaction; computer animation

Special Issue Information

Dear Colleagues,

We are pleased to invite submissions for the Special Issue on “End User Applications for Virtual, Augmented, and Mixed Reality”. Immersive technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) are revolutionizing various industries, including healthcare, education, entertainment, and manufacturing. However, there is still much to explore in terms of practical applications, user experience, and the challenges faced by end users.

This Special Issue aims to showcase research that highlights the real-world applications of these technologies, with a focus on user-centered design, usability, and their impact across sectors. We encourage original research and review articles that explore human–computer interaction, VR/AR/MR systems in healthcare and education, industrial applications, and ethical considerations related to immersive technologies.

We look forward to receiving contributions that will advance the understanding of how these technologies can enhance user experiences and address real-world problems

Dr. Lei Lan
Dr. Xuan Cheng
Prof. Dr. Shihui Guo
Guest Editors

Manuscript Submission Information

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Keywords

  • virtual reality (VR)
  • augmented reality (AR)
  • mixed reality (MR)
  • immersive technologies
  • user experience
  • healthcare
  • education
  • industrial applications
  • human–computer interaction
  • wearable devices

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Published Papers (2 papers)

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Research

12 pages, 2457 KB  
Article
Stop Recycling the Past and Start Building for the Future: An AR Board Game Promoting Recycling and Sustainability Education
by Ilias Logothetis, Ioannis Andrianakis, Antonios Stamatakis, Vasiliki Eirini Chatzea and Nikolas Vidakis
Electronics 2025, 14(24), 4931; https://doi.org/10.3390/electronics14244931 - 16 Dec 2025
Viewed by 461
Abstract
Recycling education is important for promoting pro-environmental sustainable behavior, yet traditional approaches often lack engagement and impact, particularly among younger audiences. This study presents a digital, turn-based card strategy game designed to teach recycling principles and concepts through interactive city-building mechanics. Set in [...] Read more.
Recycling education is important for promoting pro-environmental sustainable behavior, yet traditional approaches often lack engagement and impact, particularly among younger audiences. This study presents a digital, turn-based card strategy game designed to teach recycling principles and concepts through interactive city-building mechanics. Set in an augmented reality environment, the game challenges players to balance population growth, resource use, and waste management to maintain a high well-being score for their city. Players construct digital buildings (houses, recycling facilities, resource infrastructures), each influencing waste production, recycling efficiency, and overall well-being. The game integrates educational content with engaging decision-making, aiming to foster system thinking and eco-conscious behavior. Unlike prior AR approaches, this game focuses on digital interaction, leveraging immersive game-based learning. Usability and engagement were evaluated using the in-game version of the Game Experience Questionnaire (GEQ). Findings support that users responded positively to the prototype’s game experience, suggesting that the digital game is promising. The study contributes to the growing field of digital pro-environmental education, providing insights into how interactive gameplay can support environmental awareness and laying groundwork for future evaluation of its educational impact. Full article
(This article belongs to the Special Issue End User Applications for Virtual, Augmented, and Mixed Reality)
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17 pages, 2289 KB  
Article
Aging-Aware Character Recognition with E-Textile Inputs
by Juncong Lin, Yujun Rong, Yao Cheng and Chenkang He
Electronics 2025, 14(19), 3964; https://doi.org/10.3390/electronics14193964 - 9 Oct 2025
Viewed by 441
Abstract
E-textiles, a type of textile integrated with conductive sensors, allows users to freely utilize any area of the body in a convenient and comfortable manner. Thus, interactions with e-textiles are attracting more and more attention, especially for text input. However, the functional aging [...] Read more.
E-textiles, a type of textile integrated with conductive sensors, allows users to freely utilize any area of the body in a convenient and comfortable manner. Thus, interactions with e-textiles are attracting more and more attention, especially for text input. However, the functional aging of e-textiles affects the characteristics and even the quality of the captured signal, presenting serious challenges for character recognition. This paper focuses on studying the behavior of e-textile functional aging and alleviating its impact on text input with an unsupervised domain adaptation technique, named A2TEXT (aging-aware e-textile-based text input). We first designed a deep kernel-based two-sample test method to validate the impact of functional aging on handwriting with an e-textile input. Based on that, we introduced a so-called Gabor domain adaptation technique, which adopts a novel Gabor orientation filter in feature extraction under an adversarial domain adaptation framework. We demonstrated superior performance compared to traditional models in four different transfer tasks, validating the effectiveness of our work. Full article
(This article belongs to the Special Issue End User Applications for Virtual, Augmented, and Mixed Reality)
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