Advances in Virtual Reality, Augmented Reality and Augmented Virtuality

A special issue of Systems (ISSN 2079-8954).

Deadline for manuscript submissions: closed (30 April 2023) | Viewed by 23312

Special Issue Editor


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Guest Editor
Department of Industrial Engineering and Management, BRAUDE – College of Engineering, Karmiel 2161002, Israel
Interests: virtual reality; augmented reality; human factors; decision making; cognitive training; human–computer interaction

Special Issue Information

Dear Colleagues,

In 1994, Milgram and Kishino stated that “The next generation telecommunication environment is envisaged to be one which will provide an ideal virtual space with sufficient reality essential for communication”. They also introduced the concept of a Virtuality Continuum (VC). Real environments are environments consisting solely of real objects. At the opposite end of the continuum are virtual environments—environments consisting solely of virtual objects, where the user interacts with a completely synthetic world. They termed their envisioned environment Mixed Reality (MR). In such environments, both real objects and virtual objects would be part of the same scene, and the user could interact simultaneously with real and virtual worlds. There are two discrete points along the MR continuum: Augmented Reality (AR), in which users are situated in the real setting and synthetic objects are added, and Augmented Virtuality (AV), in which the setting is virtual, and real objects are inserted into this setting.

Almost 30 years later, it seems that Milgram and Kishino’s (1994) vision has come true, and many different combinations of virtual and real worlds along with many means of interaction are available for almost every person and every purpose. Nonetheless, the challenge of identifying the ideal virtual space with sufficient balance—for the user—among the real world, systems and environments is still unresolved. As researchers and practitioners in the areas of systems engineering management and complex social systems, we are asked to contribute to the evolving field of developing virtual reality and mixed reality systems that are most appropriate to the user’s needs.

This Special Issue invites scientific contributions proposing new, innovative, and original approaches for the development of virtual reality and mixed reality systems with special consideration of the user. The call for papers especially targets those concerning advancements in research and practices in the fields of training, skill acquisition, sport, healthcare, education, industry, entertainment, marketing, and decision making. However, the fields are not limited to these. This issue aims to provide an opportunity for academics and practitioners to share their theoretical and practical knowledge and findings in the field, with the ultimate aim to move the state of the art and the state of the practice forward.

This Special Issue particularly welcomes articles regarding, among other things:

  • New methods of training using virtual reality or mixed reality systems;
  • New approaches to applications of virtual reality and mixed reality systems in various fields;
  • Comparisons between performing tasks with various degrees of virtuality;
  • Studies on user preferences regarding the virtual system’s features.

References

Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321-1329.‏

Dr. Nirit Yuviler-Gavish
Guest Editor

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Published Papers (3 papers)

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Research

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18 pages, 945 KiB  
Article
Exploring the Potential of Mixed Reality in Enhancing Student Learning Experience and Academic Performance: An Empirical Study
by Ahmad Almufarreh
Systems 2023, 11(6), 292; https://doi.org/10.3390/systems11060292 - 6 Jun 2023
Cited by 10 | Viewed by 5417
Abstract
In recent years, mixed reality (MR) technology has emerged as a promising tool in the field of education, offering immersive and interactive learning experiences for students. However, there is a need to comprehensively understand the impact of MR technology on students’ academic performance. [...] Read more.
In recent years, mixed reality (MR) technology has emerged as a promising tool in the field of education, offering immersive and interactive learning experiences for students. However, there is a need to comprehensively understand the impact of MR technology on students’ academic performance. This research aims to examine the effect of mixed reality technology in the educational setting and understand its role in enhancing the student’s academic performance through the student’s novel learning experiences and satisfaction with the learning environment. The present research has employed a quantitative research design to undertake the research process. The survey questionnaire based upon the five-point Likert scale was used as the data collection instrument. There were 308 respondents studying at various educational institutes in Saudi Arabia, all of whom were using mixed reality as part of their educational delivery. The findings of the present research have indicated that the application of mixed reality by creating experiential learning, interactivity and enjoyment can significantly enhance the student’s novel experience, which can directly enhance students’ satisfaction with learning objects and the learning environment, as well as indirectly enhancing the student’s academic performance. The research offers various kinds of theoretical implications and policy implications to researchers and policymakers. Full article
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32 pages, 17313 KiB  
Article
Advanced Dance Choreography System Using Bidirectional LSTMs
by Hanha Yoo and Yunsick Sung
Systems 2023, 11(4), 175; https://doi.org/10.3390/systems11040175 - 28 Mar 2023
Viewed by 2770
Abstract
Recently, the craze of K-POP contents is promoting the development of Korea’s cultural and artistic industries. In particular, with the development of various K-POP contents, including dance, as well as the popularity of K-POP online due to the non-face-to-face social phenomenon of the [...] Read more.
Recently, the craze of K-POP contents is promoting the development of Korea’s cultural and artistic industries. In particular, with the development of various K-POP contents, including dance, as well as the popularity of K-POP online due to the non-face-to-face social phenomenon of the Coronavirus Disease 2019 (COVID-19) era, interest in Korean dance and song has increased. Research on dance Artificial Intelligent (AI), such as artificial intelligence in a virtual environment, deepfake AI that transforms dancers into other people, and creative choreography AI that creates new dances by combining dance and music, is being actively conducted. Recently, the dance creative craze that creates new choreography is in the spotlight. Creative choreography AI technology requires the motions of various dancers to prepare a dance cover. This process causes problems, such as expensive input source datasets and the cost of switching to the target source to be used in the model. There is a problem in that different motions between various dance genres must be considered when converting. To solve this problem, it is necessary to promote creative choreography systems in a new direction while saving costs by enabling creative choreography without the use of expensive motion capture devices and minimizing the manpower of dancers according to consideration of various genres. This paper proposes a system in a virtual environment for automatically generating continuous K-POP creative choreography by deriving postures and gestures based on bidirectional long-short term memory (Bi-LSTM). K-POP dance videos and dance videos are collected in advance as input. Considering a dance video for defining a posture, users who want a choreography, a 3D dance character in the source movie, a new choreography is performed with Bi-LSTM and applied. For learning, considering creativity and popularity at the same time, the next motion is evaluated and selected with probability. If the proposed method is used, the effort for dataset collection can be reduced, and it is possible to provide an intensive AI research environment that generates creative choreography from various existing online dance videos. Full article
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23 pages, 3012 KiB  
Systematic Review
Exploring the Benefits and Drawbacks of AR and VR Technologies for Learners of Mathematics: Recent Developments
by Mustafa Cevikbas, Neslihan Bulut and Gabriele Kaiser
Systems 2023, 11(5), 244; https://doi.org/10.3390/systems11050244 - 14 May 2023
Cited by 19 | Viewed by 13655
Abstract
Despite the growing interest in the field, the overall impact of augmented reality (AR) and virtual reality (VR) on mathematics learning remains unclear, with previous studies reporting mixed results. Moreover, to date, no systematic review has evaluated the potential of AR/VR in mathematics [...] Read more.
Despite the growing interest in the field, the overall impact of augmented reality (AR) and virtual reality (VR) on mathematics learning remains unclear, with previous studies reporting mixed results. Moreover, to date, no systematic review has evaluated the potential of AR/VR in mathematics education, including its benefits and drawbacks for learners. To address this gap, the present systematic literature review aims to identify research trends, determine characteristics and methodologies, and explore the potential benefits and drawbacks of AR/VR technologies in mathematics learning based on existing empirical studies. In accordance with the PRISMA guidelines, we analyzed 59 peer-reviewed journal articles published in English that focused on AR/VR implementation in mathematics education. The review determined that geometry was the most widely studied topic of mathematics, with several studies focusing on the use of AR/VR to assist students with learning disabilities. The present review offers evidence for the potential of AR/VR potential in consolidating learners’ socio-emotional, cognitive/meta-cognitive, and pedagogical development in mathematics learning. Nevertheless, a few issues, including technological glitches, cost, start-up effort, health issues, and unfamiliarity with AR/VR, pose challenges to the successful application of AR/VR in the classroom. This systematic review contributes to the existing body of knowledge in the field and recommends avenues for future research. Full article
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