Special Issue "Virtual Reality and Scientific Visualization"

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

Deadline for manuscript submissions: 30 June 2021.

Special Issue Editors

Prof. Dr. Osvaldo Gervasi
Website
Guest Editor
Department of Mathematics and Computer Science, University of Perugia, 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 and Collections in MDPI journals
Prof. Dr. JungYoon Kim
Website1 Website2
Guest Editor
Graduate School of Game, Gachon University, 1342 Seongnamdaero, Sujeong-gu, Seongnam 461-701, Gyeonggi-do, Korea
Interests: AR and VR; game design; game therapy; application design
Special Issues and Collections 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 reality and augmented reality technologies.

Moreover, the availability of extremely high-performing development environments, such as Web3D, Blender, Unity 3D, Unreal Engine, etc., allow 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 enormous development 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 and 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 game engines (Unity 3D, Unreal Engine, Amazon Lumberyard, AppGameKit VR, CryEngine, Godot);
  • 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;
  • 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;
  • Virtual Reality Reduce sickness;
  • Virtual Reality Contents;
  • Virtual Reality system Developer Training.

Prof. Dr. Osvaldo Gervasi
Prof. Dr. Jung-yoon Kim
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. 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 1800 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
  • Virtual reality tools and toolkits
  • Virtual, augmented, and mixed reality
  • Virtual reality languages (X3D, VRML, Collada, OpenGL, Swift)
  • Advances on game engines (Unity 3D, Unreal Engine, Amazon Lumberyard, AppGameKit VR, CryEngine, Godot)
  • 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
  • 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
  • Virtual Reality Reduce sickness
  • Virtual Reality Contents
  • Virtual Reality system Developer Training

Published Papers (5 papers)

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Research

Open AccessArticle
Rapid Prototyping of Virtual Reality Cognitive Exercises in a Tele-Rehabilitation Context
Electronics 2021, 10(4), 457; https://doi.org/10.3390/electronics10040457 - 13 Feb 2021
Viewed by 330
Abstract
In recent years, the need to contain healthcare costs due to the growing public debt of many countries, combined with the need to reduce costly travel by patients unable to move autonomously, have captured the attention of public administrators towards tele-rehabilitation. This trend [...] Read more.
In recent years, the need to contain healthcare costs due to the growing public debt of many countries, combined with the need to reduce costly travel by patients unable to move autonomously, have captured the attention of public administrators towards tele-rehabilitation. This trend has been consolidated overwhelmingly following the Covid-19 pandemic, which has made it precarious, difficult and even dangerous for patients to access hospital facilities. We present an approach based on the rapid prototyping of virtual reality, cognitive tele-rehabilitation exercises, which reinforce the group of exercises available in the Nu!reha platform. Patients who experienced injury or pathology need to practice continuous training in order to recover functional abilities, and the therapist needs to monitor the outcomes of such practices. The group of new exercises based on the rapid prototyping approach, become crucial especially in this pandemic period. The Virtual Reality exercises are designed on Unity 3D to empower the therapist to set up personalized exercises in an easy way, enabling the patient to receive personalized stimuli, which are essential for a positive outcome in the practice. Furthermore, the reaction speed of the system is of fundamental importance, as the temporal evolution of the scene must proceed parallel to the patient’s movements, to ensure an effective and efficient therapeutic response. So, we optimized the virtual reality application in order to make the loading phase and the startup phase as fast as possible and we have tested the results obtained with many devices: in particular computers and smartphones with different operating systems and hardware. The implemented method powers up the Nu!Reha system®, a collection of tele-rehabilitation services that helps patients to recover cognitive and functional capabilities. Full article
(This article belongs to the Special Issue Virtual Reality and Scientific Visualization)
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Open AccessArticle
Augmented-Reality-Based 3D Emotional Messenger for Dynamic User Communication with Smart Devices
Electronics 2020, 9(7), 1127; https://doi.org/10.3390/electronics9071127 - 10 Jul 2020
Viewed by 763
Abstract
With the development of Internet technologies, chat environments have migrated from PCs to mobile devices. Conversations have moved from phone calls and text messages to mobile messaging services or “messengers,” which has led to a significant surge in the use of mobile messengers [...] Read more.
With the development of Internet technologies, chat environments have migrated from PCs to mobile devices. Conversations have moved from phone calls and text messages to mobile messaging services or “messengers,” which has led to a significant surge in the use of mobile messengers such as Line and WhatsApp. However, because these messengers mainly use text as the communication medium, they have the inherent disadvantage of not effectively representing the user’s nonverbal expressions. In this context, we propose a new emotional communication messenger that improves upon the limitations of existing static expressions in current messenger applications. We develop a chat messenger based on augmented reality (AR) technology using smartglasses, which are a type of a wearable device. To this end, we select a server model that is suitable for AR, and we apply an effective emotional expression method based on 16 different basic emotions classified as per Russell’s model. In our app, these emotions can be expressed via emojis, animations, particle effects, and sound clips. Finally, we verify the efficacy of our messenger by conducting a user study to compare it with current 2D-based messenger services. Our messenger service can serve as a prototype for future AR-based messenger apps. Full article
(This article belongs to the Special Issue Virtual Reality and Scientific Visualization)
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Open AccessFeature PaperArticle
A Mobile Augmented Reality System for the Real-Time Visualization of Pipes in Point Cloud Data with a Depth Sensor
Electronics 2020, 9(5), 836; https://doi.org/10.3390/electronics9050836 - 19 May 2020
Cited by 2 | Viewed by 1328
Abstract
Augmented reality (AR) is a useful visualization technology that displays information by adding virtual images to the real world. In AR systems that require three-dimensional information, point cloud data is easy to use after real-time acquisition, however, it is difficult to measure and [...] Read more.
Augmented reality (AR) is a useful visualization technology that displays information by adding virtual images to the real world. In AR systems that require three-dimensional information, point cloud data is easy to use after real-time acquisition, however, it is difficult to measure and visualize real-time objects due to the large amount of data and a matching process. In this paper we explored a method of estimating pipes from point cloud data and visualizing them in real-time through augmented reality devices. In general, pipe estimation in a point cloud uses a Hough transform and is performed through a preprocessing process, such as noise filtering, normal estimation, or segmentation. However, there is a disadvantage in that the execution time is slow due to a large amount of computation. Therefore, for the real-time visualization in augmented reality devices, the fast cylinder matching method using random sample consensus (RANSAC) is required. In this paper, we proposed parallel processing, multiple frames, adjustable scale, and error correction for real-time visualization. The real-time visualization method through the augmented reality device obtained a depth image from the sensor and configured a uniform point cloud using a voxel grid algorithm. The constructed data was analyzed according to the fast cylinder matching method using RANSAC. The real-time visualization method through augmented reality devices is expected to be used to identify problems, such as the sagging of pipes, through real-time measurements at plant sites due to the spread of various AR devices. Full article
(This article belongs to the Special Issue Virtual Reality and Scientific Visualization)
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Open AccessFeature PaperArticle
Automated Spatiotemporal Classification Based on Smartphone App Logs
Electronics 2020, 9(5), 755; https://doi.org/10.3390/electronics9050755 - 04 May 2020
Cited by 1 | Viewed by 678
Abstract
In this paper, a framework for user app behavior analysis using an automated supervised learning method in smartphone environments is proposed. This framework exploits the collective location data of users and their smartphone app logs. Based on these two datasets, the framework determines [...] Read more.
In this paper, a framework for user app behavior analysis using an automated supervised learning method in smartphone environments is proposed. This framework exploits the collective location data of users and their smartphone app logs. Based on these two datasets, the framework determines the apps with a high probability of usage in a geographic area. The framework extracts the app-usage behavior data of a mobile user from an Android phone and transmits them to a server. The server learns the representative trajectory patterns of the user by combining the collected app usage patterns and trajectory data. The proposed method performs supervised learning with automated labeled trajectory data using the user app data. Furthermore, it uses the behavioral characteristics data of users linked to the app usage data by area without a labeling cost. Full article
(This article belongs to the Special Issue Virtual Reality and Scientific Visualization)
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Open AccessFeature PaperArticle
A Study on Design and Case Analysis of Virtual Reality Contents Developer Training based on Industrial Requirements
Electronics 2020, 9(3), 437; https://doi.org/10.3390/electronics9030437 - 05 Mar 2020
Cited by 2 | Viewed by 988
Abstract
The fourth industrial revolution has evolved at an exponential pace that has raised the level of virtual reality (VR) technology industry development. The VR-based contents industry has significantly grown in convergence with other areas; however, its production suffers from lack of skilled human [...] Read more.
The fourth industrial revolution has evolved at an exponential pace that has raised the level of virtual reality (VR) technology industry development. The VR-based contents industry has significantly grown in convergence with other areas; however, its production suffers from lack of skilled human resources. In this regard, this paper provides a study on educational courses dealing with VR contents production. The study identifies the current status of VR contents industry and evaluates the training contents currently being used at relevant training institutions. As a result, an industrial demand-customized educational model and its operations based on cooperative relationship between training institutions and industrial companies by means of cooperative projects and mentoring was designed. The outcome of the evaluation on the results of training courses operation served as a basis for the design of the proposed educational model and indicates the effectiveness of the training. Full article
(This article belongs to the Special Issue Virtual Reality and Scientific Visualization)
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