Extended Reality: A New Way of Interacting with the World, 2nd Edition

A special issue of Information (ISSN 2078-2489). This special issue belongs to the section "Information and Communications Technology".

Deadline for manuscript submissions: 31 December 2025 | Viewed by 6535

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Dipartimento di Automatica e Informatica, Politecnico di Torino, C.so Duca degli Abruzzi 24, I-10129 Torino, Italy
Interests: computer graphics; virtual and augmented reality; human-machine interaction
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Special Issue Information

Dear Colleagues,

Extended reality (XR) is a technological umbrella that unifies virtual reality (VR), augmented reality (AR) and mixed reality (MR) technologies.

This technology enables an extension of the real world by expanding innovative functionalities that allow the user to perceive their surrounding reality in a different and enhanced way, simulating the real world or extending it through the combination of virtual elements. Virtual content is mixed with reality and the user can interact with both the real environment and virtual objects.

Extended reality offers significant potential in many sectors ranging from medicine and surgery to cultural heritage, industry, tourism, retail and marketing, education and gaming, and its diffusion is demonstrated by the increasing investments promoted by companies.

Moreover, the ethical, social and cultural issues associated with this technology need to be considered, as well as the relationship between XR technologies and the Metaverse.

To enable extended reality to become part of our daily lives, some challenges remain to be overcome.

This Special Issue solicits submissions of high-quality original research papers on any aspect and application of extended reality.

Prof. Dr. Andrea Sanna
Prof. Dr. Lucio Tommaso De Paolis
Guest Editors

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Keywords

  • XR in medicine and surgery
  • XR in rehabilitation
  • XR in education
  • XR in cultural heritage and arts
  • XR in industry
  • XR in military
  • XR in marketing
  • XR in business
  • XR in entertainment
  • Technologies for XR
  • ethical, social, and cultural issues in XR applications
  • Artificial intelligence in XR applications
  • XR and the Metaverse

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Published Papers (2 papers)

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Research

15 pages, 729 KiB  
Article
Behavioral Intentions in Metaverse Tourism: An Extended Technology Acceptance Model with Flow Theory
by Qi Wu, Ming-Qi Li and Jun-Hui Wang
Information 2024, 15(10), 632; https://doi.org/10.3390/info15100632 - 13 Oct 2024
Cited by 1 | Viewed by 2703
Abstract
This study aims to develop a new theoretical framework from the perspective of the Technology Acceptance Model (TAM), incorporating flow theory, to explore the factors influencing behavioral intentions to participate in metaverse tourism. Using data from 518 respondents with metaverse experience and participation [...] Read more.
This study aims to develop a new theoretical framework from the perspective of the Technology Acceptance Model (TAM), incorporating flow theory, to explore the factors influencing behavioral intentions to participate in metaverse tourism. Using data from 518 respondents with metaverse experience and participation in metaverse tourism, the study employed R Studio and Structural Equation Modeling (SEM) to test the relationships between variables in the model. The results indicate that metaverse flow has a significant positive impact on users’ perceived usefulness and perceived ease of use, with flow demonstrating strong explanatory power as a precursor factor. Perceived usefulness and perceived ease of use are predictors of users’ attitudes to using metaverse technology. A positive attitude towards the metaverse can enhance users’ support for metaverse tourism and their behavioral intention to participate in it, while support also positively influences behavioral intention. Support for metaverse tourism acts as a clear mediator between attitudes and behavioral intention. The newly developed theoretical framework in this study provides a fresh perspective for metaverse tourism research and helps enrich empirical analysis in this field. By deeply analyzing tourists’ behavioral intentions, the study provides valuable insights for stakeholders to develop targeted marketing strategies and services, thus promoting the future development of metaverse tourism. Full article
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19 pages, 2603 KiB  
Article
Development of a Metaverse Art Gallery of Image Chronicles (MAGIC) for Healthcare Education: A Digital Health Humanities Approach to Patients’ Medication Experiences
by Kevin Yi-Lwern Yap, Jayen Ho and Phylaine Shu Ting Toh
Information 2024, 15(8), 431; https://doi.org/10.3390/info15080431 - 25 Jul 2024
Viewed by 2533
Abstract
Art therapy fosters emotional healing and growth. This process can offer healthcare professionals (HCPs) novel insights into patients’ medication experiences. We developed a Metaverse Art Gallery of Image Chronicles (MAGIC), which depicted patients’ medication experiences symbolically as hero–villain portrayals. This gallery aimed to [...] Read more.
Art therapy fosters emotional healing and growth. This process can offer healthcare professionals (HCPs) novel insights into patients’ medication experiences. We developed a Metaverse Art Gallery of Image Chronicles (MAGIC), which depicted patients’ medication experiences symbolically as hero–villain portrayals. This gallery aimed to enhance healthcare students’ learning through relatable insights into patients’ medication therapies. A character sheet was used to craft patients’ personifications of their medication experiences through an art-based narrative therapy approach. ChatGPT, NightCafe, Canva, HeyGen, and Camtasia were used to generate hero–villain portraits based on the character traits and mounted in MAGIC, which consisted of three virtual realms, each with a unique theme. Alpha-testing among sixteen Generation Z healthcare learners indicated that the content in MAGIC enabled them to understand the concepts of medication adherence (93.7%), art therapy (87.5%), and how patients related to their medications (81.3%). Perceived playfulness (rs = 0.925, p < 0.001), perceived compatibility (rs = 0.890, p < 0.001), and social norm (rs = 0.862, p < 0.001) were strongly associated with their behavioral intention to adopt MAGIC as an educational platform. The learners enjoyed their experience (6.31 ± 0.70), felt that MAGIC was interactive and engaging (6.25 ± 0.78), and had the potential to be more effective than traditional learning methods (5.94 ± 0.93). Furthermore, they would recommend it to others for their education (5.94 ± 0.85). Full article
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