Virtual Reality and Games

A special issue of Multimodal Technologies and Interaction (ISSN 2414-4088).

Deadline for manuscript submissions: closed (31 August 2017) | Viewed by 124494

Special Issue Editors


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Guest Editor
Department of Computer Science, University of Central Florida, Orlando, FL, USA
Interests: virtual reality; interaction; emerging technologies; multidisciplinary research

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Guest Editor
Institute of Robotics and Information and Communication Technologies (IRTIC), Universitat de València, Av. de Blasco Ibáñez, 13, 46010 València, Spain
Interests: computer graphics; simulation; augmented reality; virtual reality; multimodal interfaces; human computer interaction
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Special Issue Information

Dear Colleagues,

Recent developments in motion sensors, graphics, multimodal display technologies and interaction have paved the way for expanding the Virtual Reality (VR) gaming possibilities beyond traditional entertainment, providing seamless immersive experiences in highly interactive synthetic worlds. From active adventures to relaxing, passive immersion, VR evolves beyond the related technologies to take the user(s) into the heart of the story itself, perceiving it as in first person. The magic of VR makes serious games such as those involving education and training an engaging adventure, providing learning skills to improve users’ expertise. Industries related to real state, automobile, advertising or tourism are currently using VR gaming as a claim to attract new audiences or involve clients in new engaging experiences. As well, media artists, filmmakers, musicians and designers find in VR gaming an inspiring resource for their creations.

From a research point of view, there are many aspects that should be addressed. For instance, considering the variety of new sensors and displays technologies dealing with different kind of stimuli, issues regarding the level of immersion may arise. Also, what could be the optimal combination of these technologies depending on the kind of simulated VR and the proposed games? User-related studies, such as the level of engagement, satisfaction, learning or skills improvement needs also to be investigated.

This Special Issue aims to provide a collection of high quality research articles that address broad challenges in both theoretical and applied aspects of VR and games, including new software and hardware developments and user-related studies. We also aim to assess old questions in the new VR-gaming realm.

Prof. Carolina Cruz-Neira
Prof. Marcos Fernández Marín
Dr. Cristina Portalés Ricart
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. Multimodal Technologies and Interaction 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 1600 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

  • Animation
  • Interactive technologies
  • Computer graphics
  • Virtual environments
  • Gamification
  • User-related studies
  • Pervasive gaming
  • Visualisation techniques
  • Mobile games
  • Education and learning

Published Papers (8 papers)

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Editorial

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5 pages, 207 KiB  
Editorial
Virtual Reality and Games
by Carolina Cruz-Neira, Marcos Fernández and Cristina Portalés
Multimodal Technol. Interact. 2018, 2(1), 8; https://doi.org/10.3390/mti2010008 - 26 Feb 2018
Cited by 36 | Viewed by 11288
(This article belongs to the Special Issue Virtual Reality and Games)

Research

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4306 KiB  
Article
A Survey on the Procedural Generation of Virtual Worlds
by Jonas Freiknecht and Wolfgang Effelsberg
Multimodal Technol. Interact. 2017, 1(4), 27; https://doi.org/10.3390/mti1040027 - 30 Oct 2017
Cited by 39 | Viewed by 17796
Abstract
This survey presents algorithms for the automatic generation of content for virtual worlds, in particular for games. After a definition of the term procedural content generation, the algorithms to generate realistic objects such as landscapes and vegetation, road networks, buildings, living beings [...] Read more.
This survey presents algorithms for the automatic generation of content for virtual worlds, in particular for games. After a definition of the term procedural content generation, the algorithms to generate realistic objects such as landscapes and vegetation, road networks, buildings, living beings and stories are introduced in detail. In our discussion, we emphasize a good compromise between the realism of the objects and the performance of the algorithms. The survey also assesses each generated object type in terms of its applicability in games and simulations of virtual worlds. Full article
(This article belongs to the Special Issue Virtual Reality and Games)
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6051 KiB  
Article
Exploration of the 3D World on the Internet Using Commodity Virtual Reality Devices
by Minh Nguyen, Huy Tran and Huy Le
Multimodal Technol. Interact. 2017, 1(3), 15; https://doi.org/10.3390/mti1030015 - 21 Jul 2017
Cited by 4 | Viewed by 7707
Abstract
This article describes technical basics and applications of graphically interactive and online Virtual Reality (VR) frameworks. It automatically extracts and displays left and right stereo images from the Internet search engines, e.g., Google Image Search. Within a short waiting time, many 3D related [...] Read more.
This article describes technical basics and applications of graphically interactive and online Virtual Reality (VR) frameworks. It automatically extracts and displays left and right stereo images from the Internet search engines, e.g., Google Image Search. Within a short waiting time, many 3D related results are returned to the users regarding aligned left and right stereo photos; these results are viewable through VR glasses. The system automatically filters different types of available 3D data from redundant pictorial datasets on the public networks (the Internet). To reduce possible copyright issues, only the search for images that are “labelled for reuse” is performed; meaning that the obtained pictures can be used for any purpose, in any area, without being modified. The system then automatically specifies if the picture is a side-by-side stereo pair, an anaglyph, a stereogram, or just a “normal” 2D image (not optically 3D viewable). The system then generates a stereo pair from the collected dataset, to seamlessly display 3D visualisation on State-of-the-art VR devices such as the low-cost Google Cardboard, Samsung Gear VR or Google Daydream. These devices are used to provide an immediate, controllable 3D display. In this article, we propose an image type classification technique that dynamically extracts co-aligned stereo pairs with rich 3D visualisation to VR viewers. This system is portable, simple to set up and operate. From some initial experiment results; our system is shown to be relatively fast, accurate, and easy to implement. With such system, Internet users all over theWorld could easily visualise millions of real life stereo datasets publicly available on the Internet; which are believed to be useful for VR testing and learning purposes. Full article
(This article belongs to the Special Issue Virtual Reality and Games)
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7103 KiB  
Article
On the Design of Virtual Reality Learning Environments in Engineering
by Diego Vergara, Manuel Pablo Rubio and Miguel Lorenzo
Multimodal Technol. Interact. 2017, 1(2), 11; https://doi.org/10.3390/mti1020011 - 01 Jun 2017
Cited by 123 | Viewed by 21076
Abstract
Currently, the use of virtual reality (VR) is being widely applied in different fields, especially in computer science, engineering, and medicine. Concretely, the engineering applications based on VR cover approximately one half of the total number of VR resources (considering the research works [...] Read more.
Currently, the use of virtual reality (VR) is being widely applied in different fields, especially in computer science, engineering, and medicine. Concretely, the engineering applications based on VR cover approximately one half of the total number of VR resources (considering the research works published up to last year, 2016). In this paper, the capabilities of different computational software for designing VR applications in engineering education are discussed. As a result, a general flowchart is proposed as a guide for designing VR resources in any application. It is worth highlighting that, rather than this study being based on the applications used in the engineering field, the obtained results can be easily extrapolated to other knowledge areas without any loss of generality. This way, this paper can serve as a guide for creating a VR application. Full article
(This article belongs to the Special Issue Virtual Reality and Games)
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8662 KiB  
Article
On a First Evaluation of ROMOT—A RObotic 3D MOvie Theatre—For Driving Safety Awareness
by Sergio Casas, Cristina Portalés, Inma García-Pereira and Marcos Fernández
Multimodal Technol. Interact. 2017, 1(2), 6; https://doi.org/10.3390/mti1020006 - 27 Mar 2017
Cited by 15 | Viewed by 5117
Abstract
In this paper, we introduce ROMOT, a RObotic 3D-MOvie Theatre, and present a case study related to driving safety. ROMOT is built with a robotic motion platform, includes multimodal devices, and supports audience-film interaction. We show the versatility of the system by means [...] Read more.
In this paper, we introduce ROMOT, a RObotic 3D-MOvie Theatre, and present a case study related to driving safety. ROMOT is built with a robotic motion platform, includes multimodal devices, and supports audience-film interaction. We show the versatility of the system by means of different types of system setups and generated content that includes a first-person movie and others involving the technologies of virtual, augmented, and mixed realities. Finally, we present the results of some preliminary user tests made at the laboratory level, including the system usability scale. They give satisfactory scores for the usability of the system and the individual’s satisfaction. Full article
(This article belongs to the Special Issue Virtual Reality and Games)
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Review

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174 KiB  
Review
Supporting Optimal Aging through the Innovative Use of Virtual Reality Technology
by Sally Hughes, Kathryn Warren-Norton, Pat Spadafora and Lia E. Tsotsos
Multimodal Technol. Interact. 2017, 1(4), 23; https://doi.org/10.3390/mti1040023 - 28 Sep 2017
Cited by 34 | Viewed by 6877
Abstract
Although virtual reality (VR) technology has been implemented as a tool to address the health issues of older adults, its applicability to social connectedness is underrepresented in the literature, and less is known about its efficacy in this area in contributing to overall [...] Read more.
Although virtual reality (VR) technology has been implemented as a tool to address the health issues of older adults, its applicability to social connectedness is underrepresented in the literature, and less is known about its efficacy in this area in contributing to overall wellness and well-being in later life. Expanding the VR possibilities beyond traditional entertainment purposes holds considerable potential for the older adult market. Technological tools have been employed in the elder health care field for many years, and cutting-edge developments such as virtual and augmented reality have begun to be used to facilitate optimal wellness in aging. Such technological advances have the potential to significantly impact one of the most important issues that older people face: social isolation and loneliness. This paper will serve as an introductory exploration of what is currently known about the use of virtual reality technology with an older cohort. Full article
(This article belongs to the Special Issue Virtual Reality and Games)
1369 KiB  
Review
Immersive Environments and Virtual Reality: Systematic Review and Advances in Communication, Interaction and Simulation
by Jose Luis Rubio-Tamayo, Manuel Gertrudix Barrio and Francisco García García
Multimodal Technol. Interact. 2017, 1(4), 21; https://doi.org/10.3390/mti1040021 - 27 Sep 2017
Cited by 129 | Viewed by 30229
Abstract
Today, virtual reality and immersive environments are lines of research which can be applied to numerous scientific and educational domains. Immersive digital media needs new approaches regarding its interactive and immersive features, which means the design of new narratives and relationships with users. [...] Read more.
Today, virtual reality and immersive environments are lines of research which can be applied to numerous scientific and educational domains. Immersive digital media needs new approaches regarding its interactive and immersive features, which means the design of new narratives and relationships with users. Additionally, ICT (information and communication theory) evolves through more immersive and interactive scenarios, it being necessary to design and conceive new forms of representing information and improving users’ interaction with immersive environments. Virtual reality and technologies associated with the virtuality continuum, such as immersive and digital environments, are emerging media. As a medium, this approach may help to build and represent ideas and concepts, as well as developing new languages. This review analyses the cutting-edge expressive, interactive and representative potential of immersive digital technologies. It also considers future possibilities regarding the evolution of these immersive technologies, such as virtual reality, in coming years, in order to apply them to diverse scientific, artistic or informational and educational domains. We conclude that virtual reality is an ensemble of technological innovations, but also a concept, and propose models to link it with the latest in other domains such as UX (user experience), interaction design. This concept can help researchers and developers to design new experiences and conceive new expressive models that can be applied to a wide range of scientific lines of research and educational dynamics. Full article
(This article belongs to the Special Issue Virtual Reality and Games)
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213 KiB  
Review
Augmented Reality Video Games: New Possibilities and Implications for Children and Adolescents
by Prithwijit Das, Meng’ou Zhu, Laura McLaughlin, Zaid Bilgrami and Ruth L. Milanaik
Multimodal Technol. Interact. 2017, 1(2), 8; https://doi.org/10.3390/mti1020008 - 22 Apr 2017
Cited by 45 | Viewed by 22686
Abstract
In recent years, the video game market has embraced augmented reality video games, a class of video games that is set to grow as gaming technologies develop. Given the widespread use of video games among children and adolescents, the health implications of augmented [...] Read more.
In recent years, the video game market has embraced augmented reality video games, a class of video games that is set to grow as gaming technologies develop. Given the widespread use of video games among children and adolescents, the health implications of augmented reality technology must be closely examined. Augmented reality technology shows a potential for the promotion of healthy behaviors and social interaction among children. However, the full immersion and physical movement required in augmented reality video games may also put users at risk for physical and mental harm. Our review article and commentary emphasizes both the benefits and dangers of augmented reality video games for children and adolescents. Full article
(This article belongs to the Special Issue Virtual Reality and Games)
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