Advances in Human-Computer Interaction via VR, AR, and MR Technologies

A special issue of Eng (ISSN 2673-4117).

Deadline for manuscript submissions: 31 July 2026 | Viewed by 1225

Special Issue Editor


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Guest Editor
Department of Robotics and Advanced Manufacturing, Center for Research and Advanced Studies (CINVESTAV), Zona Industrial, Ramos Arizpe, Saltillo 25900, Mexico
Interests: human–computer interaction; serious games for healthcare and education; hand exoskeletons; haptics; human perception; robotics; virtual reality; teleoperation

Special Issue Information

Dear Colleagues,

Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) technologies, collectively referred to as XR technologies, are transforming how humans interact not only with computers but also with each other, enabling interactions in environments that range from non-immersive to fully immersive. Non-immersive environments typically use standard computer displays or touchscreens, allowing users to interact with virtual content while staying aware of their physical surroundings. In contrast, immersive environments often employ head-mounted displays, enabling users to fully engage with simulated worlds. Partially immersive environments, on the other hand, allow users to interact with merged physical and virtual elements, blending real and digital experiences. As a result, and depending on the users’ needs, these technologies are being adopted across a growing number of domains, including education, healthcare, and industry.

Solutions based on XR technologies use input and sensor devices, along with computational algorithms, to enable intuitive, multimodal human–computer interactions through natural input methods such as hand gestures, eye tracking, and voice commands. In addition, recent progress in wearable haptics and biosensing technologies, including electroencephalography (EEG) and electromyography (EMG), is opening new avenues for feedback, stimulation, and interaction paradigms, further expanding the potential applications of these systems.

This Special Issue welcomes submissions on human–computer interaction through VR, AR, and MR technologies, focusing on their technological, social, cognitive, perceptual, and creative dimensions. Authors are invited to submit original research articles and review papers on topics including, but not limited to the following:

  • Novel human–computer interaction paradigms;
  • Evaluation methods for XR solutions;
  • Innovative applications of immersive XR;
  • Innovative applications of non-immersive XR (mobile and desktop);
  • Multimodal stimulation in XR environments;
  • Human factors and usability in XR environments;
  • Emotional and perceptual aspects of human–computer interaction in XR environments;
  • Serious games and gamified applications using XR technologies;
  • Novel sensing and stimulation methods in XR applications.

Dr. Nadia Vanessa Garcia-Hernandez
Guest Editor

Manuscript Submission Information

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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. Eng is an international peer-reviewed open access monthly 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 1400 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

  • human–computer interaction (HCI)
  • multimodal interaction
  • virtual reality (VR)
  • augmented reality (AR)
  • mixed reality (MR)

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Published Papers (2 papers)

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Research

48 pages, 11913 KB  
Article
A Symbiotic Digital Environment Framework for Industry 4.0 and 5.0: Enhancing Lifecycle Circularity
by Pedro Ponce, Javier Maldonado-Romo, Brian W. Anthony, Russel Bradley and Luis Montesinos
Eng 2025, 6(12), 355; https://doi.org/10.3390/eng6120355 - 6 Dec 2025
Viewed by 394
Abstract
This paper introduces a Symbiotic Digital Environment Framework (SDEF) that integrates Human Digital Twins (HDTs) and Machine Digital Twins (MDTs) to advance lifecycle circularity across all stages of the CADMID model (i.e., Concept, Assessment, Design, Manufacture, In-Service, and Disposal). Unlike existing frameworks that [...] Read more.
This paper introduces a Symbiotic Digital Environment Framework (SDEF) that integrates Human Digital Twins (HDTs) and Machine Digital Twins (MDTs) to advance lifecycle circularity across all stages of the CADMID model (i.e., Concept, Assessment, Design, Manufacture, In-Service, and Disposal). Unlike existing frameworks that address either digital twins or sustainability in isolation, SDEF establishes a bidirectional adaptive system where human, machine, and environmental digital entities continuously interact to co-optimize performance, resource efficiency, and well-being. The framework’s novelty lies in unifying human-centric adaptability (via HDTs) with circular economy principles to enable real-time symbiosis between industrial processes and their operators. Predictive analytics, immersive simulation, and continuous feedback loops dynamically adjust production parameters based on operator states and environmental conditions, extending asset lifespan while minimizing waste. Two simulation-based scenarios in VR using synthetic data demonstrate the framework’s capacity to integrate circularity metrics (material throughput, energy efficiency, remanufacturability index) with human-machine interaction variables in virtual manufacturing environments. SDEF bridges Industry 4.0’s automation capabilities and Industry 5.0’s human-centric vision, offering a scalable pathway toward sustainable and resilient industrial ecosystems by closing the loop between physical and digital realms. Full article
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16 pages, 4628 KB  
Article
The Design and Assessment of a Virtual Reality System for Driver Psychomotor Evaluation
by Jorge Luis Veloz, Andrea Alcívar-Cedeño, Tony Michael Cedeño-Zambrano, Deiter Miguel Zamora-Plaza, Pablo Fernández-Arias, Diego Vergara and Antonio del Bosque
Eng 2025, 6(11), 301; https://doi.org/10.3390/eng6110301 - 1 Nov 2025
Viewed by 365
Abstract
Traffic safety continues to be a pressing worldwide issue, with young drivers especially exposed to accidents because of limited experience, reckless behaviors, and risky practices such as driving under the influence of alcohol or other substances. In this scenario, reliable methods to evaluate [...] Read more.
Traffic safety continues to be a pressing worldwide issue, with young drivers especially exposed to accidents because of limited experience, reckless behaviors, and risky practices such as driving under the influence of alcohol or other substances. In this scenario, reliable methods to evaluate psychomotor and sensory abilities essential for safe driving are highly needed. This study presents the development of a Virtual Reality (VR) prototype aimed at enhancing psychometric testing. The platform incorporates immersive environments to assess peripheral vision, reaction time, and motor accuracy, implemented with Oculus Quest 2, Blender, and Unity. The VR-based system was validated through black-box testing and user satisfaction surveys with a sample of 80 licensed drivers in single-session evaluations. The findings demonstrate that VR increases both precision and realism in psychomotor evaluations: 81.25% of participants perceived the scenarios as realistic, and 85% agreed that the system effectively measured critical driving skills. While a few users experienced minor discomfort, 97.5% recommended its application in practical assessments. This study highlights VR as a robust alternative to conventional psychometric/psychotechnical tests, capable of improving measurement reliability and user engagement and paving the way for more efficient and inclusive driver training initiatives. Full article
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