Journal Description
Virtual Worlds
Virtual Worlds
is an international, peer-reviewed, open access journal on virtual reality, augmented and mixed reality, published quarterly online by MDPI.
- Open Access— free for readers, with article processing charges (APC) paid by authors or their institutions.
- High Visibility: indexed within Scopus and other databases.
- Rapid Publication: manuscripts are peer-reviewed and a first decision is provided to authors approximately 19.2 days after submission; acceptance to publication is undertaken in 4.7 days (median values for papers published in this journal in the first half of 2025).
- Recognition of Reviewers: APC discount vouchers, optional signed peer review, and reviewer names published annually in the journal.
- Virtual Worlds is a companion journal of Applied Sciences.
Latest Articles
Integrating Physiologic Assessment into Virtual Reality-Based Pediatric Pain Intervention: A Feasibility Study
Virtual Worlds 2025, 4(4), 47; https://doi.org/10.3390/virtualworlds4040047 - 22 Oct 2025
Abstract
►
Show Figures
This feasibility study explored the integration of physiological monitoring into a virtual reality (VR) intervention for pediatric pain management. The goal of this study is to identify a feasible strategy for collecting physiologic data in the context of a VR intervention currently being
[...] Read more.
This feasibility study explored the integration of physiological monitoring into a virtual reality (VR) intervention for pediatric pain management. The goal of this study is to identify a feasible strategy for collecting physiologic data in the context of a VR intervention currently being developed for youth with chronic pain. We assess the potential of Cognitive Load (CL)—derived from heart rate and pupillometry/eye-tracking data—as a marker of arousal and user engagement in a VR simulation to promote school functioning in youth with chronic pain. The HP Reverb G2 Omnicept headset and Polar H10 heart-rate sensor were utilized. The Child Presence Questionnaire (CPQ) assessed participants’ self-reported immersion and engagement. Data collection focused on feasibility and utility of physiologic data in assessing arousal and correlations with self-reported experience. Nine participants engaged in the simulation, with eight yielding complete data. The simulation and headset were well tolerated. CPQ Transportation subscale showed trend-level correlation with mean CL. Due to small sample and feasibility focus, individual-level results were examined. Combining multiple physiologic markers into a construct like CL is intriguing, but data interpretability was limited. Pupillometry and related metrics show promise as feasible markers of engagement and arousal for VR-based intervention but require appropriate expertise to fully interpret. The study found that integration of physiologic monitoring is feasible, but further work is needed to standardize metrics and identify the most useful and user-friendly markers.
Full article
Open AccessArticle
Advancing Cognitive–Motor Assessment: Reliability and Validity of Virtual Reality-Based Testing in Elite Athletes
by
Cathy Craig, Erin Noble, Mario A. Parra and Madeleine A. Grealy
Virtual Worlds 2025, 4(4), 46; https://doi.org/10.3390/virtualworlds4040046 - 16 Oct 2025
Abstract
►▼
Show Figures
Emerging virtual reality (VR) technologies provide objective and immersive methods for assessing cognitive–motor function, particularly in elite sport. This study evaluated the reliability and validity of VR-based cognitive–motor assessments in a large sample of elite male athletes (n = 829). Ten cognitive–motor
[...] Read more.
Emerging virtual reality (VR) technologies provide objective and immersive methods for assessing cognitive–motor function, particularly in elite sport. This study evaluated the reliability and validity of VR-based cognitive–motor assessments in a large sample of elite male athletes (n = 829). Ten cognitive–motor tests, delivered via Oculus Quest 2 headsets, were used, covering four domains: Balance and Gait (BG), Decision-Making (DM), Manual Dexterity (MD), and Memory (ME). A Confirmatory Factor Analysis (CFA) was conducted to establish a four-factor model and generate data-driven weights for domain-specific composite scores. The results demonstrated that the composite scores for BG, MD, ME, and a Global Cognitive–Motor (CM) score were all normally distributed. However, the DM score significantly deviated from normality, exhibiting a pronounced ceiling effect. Test–retest reliability was high across all cognitive–motor domains. In summary, VR assessments offer ecologically valid and precise measurements of cognitive–motor abilities by capitalising on high-fidelity motion tracking and standardised test delivery. In particular, the Global CM Score offers a robust metric for parametric analyses. While future work should address the DM ceiling effect and validate these tools in diverse populations, this approach holds significant potential for enhancing the precision and sensitivity of psychological and clinical assessment.
Full article

Figure 1
Open AccessArticle
Colour Perception in Immersive Virtual Reality: Emotional and Physiological Responses to Fifteen Munsell Hues
by
Francesco Febbraio, Simona Collina, Christina Lepida and Panagiotis Kourtesis
Virtual Worlds 2025, 4(4), 45; https://doi.org/10.3390/virtualworlds4040045 - 14 Oct 2025
Abstract
►▼
Show Figures
Colour is a fundamental determinant of affective experience in immersive virtual reality (VR), yet the emotional and physiological impact of individual hues remains poorly characterised. This study investigated how fifteen calibrated Munsell hues influence subjective and autonomic responses when presented in immersive VR.
[...] Read more.
Colour is a fundamental determinant of affective experience in immersive virtual reality (VR), yet the emotional and physiological impact of individual hues remains poorly characterised. This study investigated how fifteen calibrated Munsell hues influence subjective and autonomic responses when presented in immersive VR. Thirty-six adults (18–45 years) viewed each hue in a within-subject design while pupil diameter and skin conductance were recorded continuously, and self-reported emotions were assessed using the Self-Assessment Manikin across pleasure, arousal, and dominance. Repeated-measures ANOVAs revealed robust hue effects on all three self-report dimensions and on pupil dilation, with medium-to-large effect sizes. Reds and red–purple hues elicited the highest arousal and dominance, whereas blue–green hues were rated most pleasurable. Pupil dilation closely tracked arousal ratings, while skin conductance showed no reliable hue differentiation, likely due to the brief exposure times (30 s). Individual differences in cognitive style and personality modulated overall reactivity but did not alter the relative ranking of hues. Taken together, these findings provide the first systematic hue-by-hue mapping of affective and physiological responses in immersive VR. They demonstrate that calibrated colour shapes both experience and ocular physiology, while also offering practical guidance for educational, clinical, and interface design in virtual environments.
Full article

Figure 1
Open AccessArticle
VR Regulators: Using Virtual Reality to Equip Early Childhood Professionals with Strategies for Child Emotion Management
by
Jason F. Jent, Alexis Landa, Mei Ling Shyu, Duy Nguyen, Arianna De Landaburu, Lauren Pancavage, Abigail O’Reilly, Jennifer Coto, Ivette Cejas, Betty Alonso, Dainelys Garcia, Elana Mansoor, Austin Garilli, Michelle Schladant and Ruby Natale
Virtual Worlds 2025, 4(4), 44; https://doi.org/10.3390/virtualworlds4040044 - 23 Sep 2025
Abstract
►▼
Show Figures
Background: Young children have experienced increased emotional difficulties, including anxiety, emotion dysregulation, and tantrums. Limited access to mental health services has created an urgent need for accessible interventions to equip professionals with effective strategies for managing children’s strong emotions. This study piloted an
[...] Read more.
Background: Young children have experienced increased emotional difficulties, including anxiety, emotion dysregulation, and tantrums. Limited access to mental health services has created an urgent need for accessible interventions to equip professionals with effective strategies for managing children’s strong emotions. This study piloted an innovative virtual reality (VR) simulation designed to teach professionals emotion management techniques. Methods: Participants included 107 early childhood professionals (e.g., educational, healthcare, and allied health) working with children aged 3–6 years from the southeastern United States. The multilingual VR simulation taught professionals emotion management strategies. Participants self-selected whether to complete a temper tantrum management simulation (n = 71) or a separation anxiety simulation (n = 36). Participants’ responses to children’s strong emotions were assessed at baseline, post-intervention, and at one-month follow-up, along with a satisfaction survey. Results: Participants reported a significant increase in intent to use effective emotion regulation strategies immediately following VR completion. However, actual use of effective strategies showed no significant change at one-month follow-up. Being a Spanish-speaking professional was associated with significantly greater improvements in both intent and actual use of effective strategies at follow-up. Participants reported high satisfaction ratings with the VR simulations. Conclusions: VR simulations show promise as an innovative tool for teaching emotion management strategies, particularly benefiting Spanish-speaking early childhood professionals. While effective for immediate motivation, additional support mechanisms (e.g., repeated practice, workplace supports) may be needed to sustain long-term behavior change in professional practice.
Full article

Figure 1
Open AccessArticle
The Effects of Virtual Reality During Labour on Perceived Pain, Use of Pain Relief and Duration of Labour: A Pilot Matched Case–Control Study in Belgium
by
Luka Van Leugenhaege, Natacha Van de Craen, Leen Vanden Bergh, Sarah Van Vlierberghe, Barbara Elizabeth Luten, Eveline Mestdagh and Yvonne Jacoba Kuipers
Virtual Worlds 2025, 4(4), 43; https://doi.org/10.3390/virtualworlds4040043 - 23 Sep 2025
Abstract
Background: Virtual reality has been shown to reduce pain during labour. We aimed to determine whether virtual reality reduces analgesia use and shortens labour duration. Methods: A non-randomised pilot study was conducted, using a matched case–control design (1:2 ratio). Cases were women who
[...] Read more.
Background: Virtual reality has been shown to reduce pain during labour. We aimed to determine whether virtual reality reduces analgesia use and shortens labour duration. Methods: A non-randomised pilot study was conducted, using a matched case–control design (1:2 ratio). Cases were women who voluntarily used virtual reality alongside standard intrapartum pain management, including non-pharmacological methods and/or epidural analgesia. Controls received standard intrapartum pain management. Results: A total of 108 women were included for analysis (36 cases vs. 72 controls). Perceived pain scores before and after virtual reality use did not differ significantly (p = 0.43, p = 0.73), suggesting a limited immediate analgesic effect under current conditions. Epidural analgesia rates and cervical dilation at initiation of analgesia did not show significant differences between cases and controls (p = 0.13, p = 0.42). After adjusting for induction of labour and cervical dilation at admission, there were no significant differences for duration of epidural analgesia (p = 0.86, p = 0.56), duration of labour (p = 0.64, p = 0.55), or vaginal birth (p = 0.23). Adjusted models indicated a non-significant trend toward shorter durations of labour, birth, and epidural exposure for cases. Conclusions: Our pilot study did not reveal a decrease in perceived pain or epidural analgesia use or an effect on duration of labour and vaginal birth.
Full article
Open AccessEditorial
Extended Reality and Its Applications in Cardiovascular Medicine
by
Zhonghua Sun and Mauro Vaccarezza
Virtual Worlds 2025, 4(3), 42; https://doi.org/10.3390/virtualworlds4030042 - 19 Sep 2025
Abstract
►▼
Show Figures
Medical imaging is central to the diagnosis of cardiovascular disease [...]
Full article

Figure 1
Open AccessReview
The Early History of Visual Virtuality with Two Eyes
by
Nicholas J. Wade
Virtual Worlds 2025, 4(3), 41; https://doi.org/10.3390/virtualworlds4030041 - 19 Sep 2025
Abstract
►▼
Show Figures
Visual virtuality can be seen as involving the processing and perception of pictorial images. The production of such representations has a longer history than speculations about their perception. Pictorial images of objects and scenes lack two dimensions present in their subject matter—depth and
[...] Read more.
Visual virtuality can be seen as involving the processing and perception of pictorial images. The production of such representations has a longer history than speculations about their perception. Pictorial images of objects and scenes lack two dimensions present in their subject matter—depth and motion. Instruments to investigate stereoscopic depth and apparent motion were invented in the early 1830s. Wheatstone devised stereoscopes and conducted experiments with them; Plateau and Stampfer independently crafted devices for presenting sequences of slightly different patterns that created the impression of motion. Wheatstone later proposed how moving and stereoscopic images could be combined. Thereafter, interpretations of virtual depth and motion perception became more concerned with central processing rather than being based on geometrical optics.
Full article

Figure 1
Open AccessArticle
VR in the Workplace: Perceptions and Reactions to Organizations Using VR in High Versus Low Stakes Contexts
by
Diana R. Sanchez, Luis Gutierrez, Kevin Thomas Mapes and Kassidy Martinez
Virtual Worlds 2025, 4(3), 40; https://doi.org/10.3390/virtualworlds4030040 - 12 Sep 2025
Abstract
►▼
Show Figures
Virtual reality (VR) is becoming an increasingly popular tool across a range of domains, from education and healthcare to entertainment and workforce development. Organizations are now beginning to adopt VR for personnel management purposes, including training, evaluation, and decision-making. However, little is known
[...] Read more.
Virtual reality (VR) is becoming an increasingly popular tool across a range of domains, from education and healthcare to entertainment and workforce development. Organizations are now beginning to adopt VR for personnel management purposes, including training, evaluation, and decision-making. However, little is known about how such uses influence public perceptions of the organizations themselves. To address this gap, we conducted a three-study investigation examining how individuals perceive organizations that implement VR for various workplace applications. Across the studies, participants were presented with scenarios involving fictitious companies using VR in either low-stakes (e.g., team meeting) or high-stakes (e.g., job interview) contexts. Our findings suggest that people generally view VR technology and the organizations who use the technology positively. However, the context of use significantly shapes perceptions, where organizations that used VR in high-stakes applications were evaluated more negatively than those using it in low-stakes settings. This pattern suggests that while VR carries a general technological appeal, its application in high-stakes contexts may lead to skepticism or concern. We discuss the implications of these findings for organizations considering the integration of VR into personnel practices, highlighting the importance of context and transparency in shaping stakeholder perceptions.
Full article

Graphical abstract
Open AccessArticle
Now You’re Thinking with Portals: Investigating Episodic Memory and Locomotion with Redirected Walking in Impossible Spaces
by
Samuel E. R. Thompson, Dominik Lange-Nawka, Aidan Habedank, Jonathan Lau, Craig Russel Anderson and Burkhard C. Wünsche
Virtual Worlds 2025, 4(3), 39; https://doi.org/10.3390/virtualworlds4030039 - 29 Aug 2025
Abstract
►▼
Show Figures
Natural walking locomotion in virtual reality (VR) allows intuitive movement through a virtual environment (VE), lower rates of simulator sickness, and increased immersion. However, it is limited by available play-space. Impossible spaces are VEs that use self-overlapping geometry to imitate larger play-spaces within
[...] Read more.
Natural walking locomotion in virtual reality (VR) allows intuitive movement through a virtual environment (VE), lower rates of simulator sickness, and increased immersion. However, it is limited by available play-space. Impossible spaces are VEs that use self-overlapping geometry to imitate larger play-spaces within a smaller area. Understanding how users interact with impossible spaces requires understanding how they perceive and remember VEs. However, it is unknown how impossible spaces impact users’ memory. An experiment was conducted comparing 32 participants’ memory from two conditions: natural walking in an impossible space and joystick movement in a similar non-impossible space. Participants were given up to 20 min to explore a virtual museum and were not instructed on what to remember. The experience was designed to allow participants to freely explore the VE at their own pace, allowing engagement duration to vary naturally. No significant differences were found between conditions for object or spatial memory; however, participants in the natural walking condition spent more time in the environment, revisited more areas, and were more confident identifying objects not encountered in the VE. This suggests natural walking in impossible spaces may be a viable alternative to traditional locomotion techniques.
Full article

Figure 1
Open AccessArticle
An Economically Viable Minimalistic Solution for 3D Display Discomfort in Virtual Reality Headsets Using Vibrating Varifocal Fluidic Lenses
by
Tridib Ghosh, Mohit Karkhanis and Carlos H. Mastrangelo
Virtual Worlds 2025, 4(3), 38; https://doi.org/10.3390/virtualworlds4030038 - 26 Aug 2025
Abstract
►▼
Show Figures
Herein, we report a USB-powered VR-HMD prototype integrated with our 33 mm aperture varifocal liquid lenses and electronic drive components, all assembled in a conventional VR-HMD form-factor. In this volumetric-display-based VR system, a sequence of virtual images are rapidly flash-projected at different plane
[...] Read more.
Herein, we report a USB-powered VR-HMD prototype integrated with our 33 mm aperture varifocal liquid lenses and electronic drive components, all assembled in a conventional VR-HMD form-factor. In this volumetric-display-based VR system, a sequence of virtual images are rapidly flash-projected at different plane depths in front of the observer and are synchronized with the correct accommodations provided by the varifocal lenses for depth-matched focusing at chosen sweep frequency. This projection mechanism aids in resolving the VAC that is present in conventional fixed-depth VR. Additionally, this system can address refractive error corrections like myopia and hyperopia for prescription users and do not require any eye-tracking systems. We experimentally demonstrate these lenses can vibrate up to frequencies approaching 100 Hz and report the frequency response of the varifocal lenses and their focal characteristics in real time as a function of the drive frequency. When integrated with the prototype’s 120 fps VR display system, these lenses produce a net diopter change of 2.3 D at a sweep frequency of 45 Hz while operating at ~70% of its maximum actuation voltage. The components add a total weight of around 50 g to the off-the-shelf VR set, making it a cost-effective but lightweight minimal solution.
Full article

Figure 1
Open AccessReview
Virtual Reality in Speech Therapy Students’ Training: A Scoping Review
by
Flavia Gentile, Mascha Wanke, Wolfgang Mueller and Evi Hochuli
Virtual Worlds 2025, 4(3), 37; https://doi.org/10.3390/virtualworlds4030037 - 21 Aug 2025
Abstract
Virtual Reality (VR) is a useful educational tool in healthcare, allowing students to practise and improve practical skills. In speech therapy (ST), the need to revise academic curricula to adapt them to university contexts and integrate them into advanced clinical practices has highlighted
[...] Read more.
Virtual Reality (VR) is a useful educational tool in healthcare, allowing students to practise and improve practical skills. In speech therapy (ST), the need to revise academic curricula to adapt them to university contexts and integrate them into advanced clinical practices has highlighted the need to analyse the use of VR in this sector. The objective of this scoping review was to investigate whether research has considered using VR to support ST students’ training and highlight potential gaps in the literature. The study followed the JBI methodology for scoping reviews and was reported according to PRISMA-ScR guidelines. A protocol to conduct the current review was developed and registered on the Open Science Framework. The articles considered were retrieved from databases specialising in healthcare, computer science, and education, and were enhanced by results found with the help of AI-based tools. No constraints were applied and all study types were considered. Fourteen studies were included in the review and analysed under four core subjects: VR technology, ST context, training purposes, and main outcomes and assessment methods. The VR types identified in the studies were grouped into four categories, i.e., non-immersive VR (6/14, 42.9%), immersive VR (5/14, 35.7%), non-specified VR type (2/14, 14.3%), and semi-immersive VR (1/14, 7.1%). Most studies (5/14, 35.7%) focused on clinical skills acquisition, others addressed communication and interpersonal collaborative skills (3/14, 21.4%), while the remaining focused on person-centred care and awareness, clinical interviewing or reasoning skills, and performance knowledge (2/14 each, 14.3%). VR is still in its early stages in ST education. Some recent studies suggest VR supports students’ communication, interdisciplinary, and clinical skills. Although still limited in the context of ST education, the increasing affordability and ease of development of VR, along with its growing use in other healthcare fields, suggest that its underuse might be due to institutional barriers and lack of standardised frameworks. Overall, the findings suggest that VR offers promising support for experiential and skills-based learning.
Full article
(This article belongs to the Special Issue Empowering Health Education: Digital Transformation Frontiers for All)
►▼
Show Figures

Figure 1
Open AccessCommunication
Fighting STEM Stereotypes in Adolescence: The Role of Spatial Skills, Identity, and Digital Interventions
by
Victoria D. Chamizo
Virtual Worlds 2025, 4(3), 36; https://doi.org/10.3390/virtualworlds4030036 - 8 Aug 2025
Abstract
►▼
Show Figures
Traditionally, formal education has favored boys, while girls, in the past, were relegated to the domestic sphere. This has been the case for centuries, without considering the possible specific cognitive needs of girls, which have been ignored. In Western countries, this has generated
[...] Read more.
Traditionally, formal education has favored boys, while girls, in the past, were relegated to the domestic sphere. This has been the case for centuries, without considering the possible specific cognitive needs of girls, which have been ignored. In Western countries, this has generated significant educational problems, especially in the learning of more technical subjects, with which girls not only do not identify but also often exclude themselves with the excuse that “it is not for them” (i.e., they tend to display a strong stereotype, a false belief, regarding these disciplines). The consequences have not been long in coming. Currently, in many Western countries, the low percentage of women in technical careers (such as Physics, Engineering, and Computer Science) is alarming. Is it possible to change stereotypes? This article addresses this complex issue, placing particular emphasis on the learning of spatial abilities, so important in all STEM careers (i.e., science, technology, engineering, and mathematics). This study concludes with examples of other stereotypes (mainly cultural) that have been eliminated or significantly reduced thanks to virtual reality (VR) and the help of artificial intelligence (AI). Could the same be achieved in the spatial domain?
Full article

Figure 1
Open AccessArticle
Virtual Acoustic Environment Rehearsal and Performance in an Unknown Venue
by
Charlotte Fernandez, Martin S. Lawless, David Poirier-Quinot and Brian F. G. Katz
Virtual Worlds 2025, 4(3), 35; https://doi.org/10.3390/virtualworlds4030035 - 1 Aug 2025
Abstract
Due to the effect of room acoustics on musical interpretation, a musician’s rehearsal may be greatly enhanced by leveraging virtual and augmented reality technology. This paper presents a preliminary study on a rehearsal tool designed for musicians, enabling practice in a virtual acoustic
[...] Read more.
Due to the effect of room acoustics on musical interpretation, a musician’s rehearsal may be greatly enhanced by leveraging virtual and augmented reality technology. This paper presents a preliminary study on a rehearsal tool designed for musicians, enabling practice in a virtual acoustic environment with audience-positioned playback. Fourteen participants, both professional and non-professional musicians, were recruited to practice with the rehearsal tool prior to performing in an unfamiliar venue. Throughout the rehearsal, the subjects either played in a virtual environment that matched the acoustics of the performance venue or one that was acoustically different. A control group rehearsed in an acoustically dry room with no virtual acoustic environment. The tool’s effectiveness was evaluated with two 16-item questionnaires that assessed quality, usefulness, satisfaction with the rehearsal, and aspects of the performance. Findings indicate that rehearsing in a virtual acoustic environment that matches the performance venue improves acoustic awareness during the performance and enhances ease and comfort on stage compared to practising in a different environment. These results support the integration of virtual acoustics in rehearsal tools to help musicians better adapt their performance to concert settings.
Full article
(This article belongs to the Special Issue Contemporary Developments in Mixed, Augmented, and Virtual Reality: Implications for Teaching and Learning)
►▼
Show Figures

Figure 1
Open AccessArticle
The Effects of an Acute Exposure of Virtual vs. Real Slip and Trip Perturbations on Postural Control
by
Nathan O. Conner, Harish Chander, Hunter Derby, William C. Pannell, Jacob B. Daniels and Adam C. Knight
Virtual Worlds 2025, 4(3), 34; https://doi.org/10.3390/virtualworlds4030034 - 21 Jul 2025
Abstract
►▼
Show Figures
Background: Current methods of postural control assessments and interventions to improve postural stability and thereby prevent falls often fail to incorporate the hazardous perturbation situations that frequently accompany falls. Virtual environments can safely incorporate these hazards. The purpose of the study was to
[...] Read more.
Background: Current methods of postural control assessments and interventions to improve postural stability and thereby prevent falls often fail to incorporate the hazardous perturbation situations that frequently accompany falls. Virtual environments can safely incorporate these hazards. The purpose of the study was to identify if virtual slip and trip perturbations can be used as an exposure paradigm in place of real slip and trip perturbations to improve postural control. Methods: Fifteen healthy young adults were included in this study. Two paradigms, real gait exposure (real) and virtual environment gait exposure (virtual), consisting of real and virtual slip and trip trials, were performed by each participant in a counterbalanced order to avoid order effects. At baseline and following real and virtual paradigms, the modified clinical test for sensory integration and balance (mCTSIB), limits of stability (LOS), and single-leg stance (SLS) using BTracks balance plate were administered. Separate one-way (baseline vs. Real vs. Virtual) repeated measures analysis of variance were conducted on response variables. Results: In the posterior left quadrant of the LOS, significant differences were found after the real paradigm compared to baseline (p = 0.04). For the anterior left quadrant and total LOS, significant differences post real paradigm (p = 0.002 and p < 0.001) and virtual paradigm (p = 0.007 and p < 0.001) compared to baseline were observed. For the SLS, the left-leg significant differences were observed post real paradigm (p = 0.019) and virtual paradigm (p = 0.009) compared to BL in path length, while significant main effects were found for mean sway velocity for the left leg only (p = 0.004). For the right leg, significant differences were only observed after the virtual paradigm (p = 0.01) compared to BL. Conclusions: Both virtual and real paradigms were identified to improve postural control. The virtual paradigm led to increased postural control in the right-leg SLS condition, while the real paradigm did not, without any adverse effects. Findings suggest virtual reality perturbation exposure acutely improves postural control ability compared to baseline among healthy young adults.
Full article

Figure 1
Open AccessArticle
Planogen: A Procedural Generation Framework for Dynamic VR Research Environments
by
Kaitlyn Tracy, Lazaros Rafail Kouzelis, Rami Dari and Ourania Spantidi
Virtual Worlds 2025, 4(3), 33; https://doi.org/10.3390/virtualworlds4030033 - 14 Jul 2025
Abstract
►▼
Show Figures
This paper introduces Planogen, a modular procedural generation plug-in for the Unity game engine, which is composed of two primary components: a character generation module (CharGen) and an airplane generation module (PlaneGen). Planogen facilitates the rapid generation of
[...] Read more.
This paper introduces Planogen, a modular procedural generation plug-in for the Unity game engine, which is composed of two primary components: a character generation module (CharGen) and an airplane generation module (PlaneGen). Planogen facilitates the rapid generation of varied and interactive aircraft cabin environments populated with diverse virtual passengers. The presented system is intended for use in research experiment scenarios, particularly those targeting the fear of flying (FoF), where environmental variety and realism are essential for user immersion. Leveraging Unity’s extensibility and procedural content generation techniques, Planogen allows for flexible scene customization, randomization, and scalability in real time. We further validate the realism and user appeal of Planogen-generated cabins in a user study with 33 participants, who rate their immersion and satisfaction, demonstrating that Planogen produces believable and engaging virtual environments. The modular architecture supports asynchronous updates and future extensions to other VR domains. By enabling on-demand, repeatable, and customizable VR content, Planogen offers a practical tool for developers and researchers aiming to construct responsive, scenario-specific virtual environments that can be adapted to any research domain.
Full article

Figure 1
Open AccessArticle
Virtual Reality Versus Conventional Exercise in Patients with Type 1 Diabetes: A Feasibility Randomized Crossover Trial
by
Evlalia Touloudi, Vasileios T. Stavrou, Evangelos Galanis, Alexandra Bargiota, Marios Goudas, George Dafoulas, Mary Hassandra and Yannis Theodorakis
Virtual Worlds 2025, 4(3), 32; https://doi.org/10.3390/virtualworlds4030032 - 8 Jul 2025
Abstract
►▼
Show Figures
Exercise plays a key role in managing type 1 diabetes mellitus (T1DM), and virtual reality (VR)-based exercise offers an innovative solution to increase motivation and deliver meaningful health benefits to patients who are often hesitant to engage in physical activity. The purpose of
[...] Read more.
Exercise plays a key role in managing type 1 diabetes mellitus (T1DM), and virtual reality (VR)-based exercise offers an innovative solution to increase motivation and deliver meaningful health benefits to patients who are often hesitant to engage in physical activity. The purpose of this study was to assess the acceptability, usability, intention for future use, and preference of a VR-based cycling application, as well as to investigate the effects of VR-based exercise on the physiological, biochemical, and psychological parameters of individuals with T1DM compared to conventional exercise. This study represents a preliminary investigation with a small sample size of 11 patients with T1DM. Each participant underwent two 20 min low-intensity exercise trials. One session involved conventional cycling on a stationary ergometer, while the other used a VR-based cycling application. The two exercise conditions were conducted 48 h apart, without a formal washout period. According to the results, high scores were observed for preference, acceptance, and usability of the VR-based cycling application, and statistically significant improvements in mood and enjoyment were observed following the VR-based cycling compared to conventional cycling. Additionally, while no statistically significant differences were found in physiological parameters (blood glucose, blood pressure, and heart rate) between the two conditions, the VR-based session showed a trend toward greater reductions. In conclusion, the use of VR technology in the field of cycling exercise has great significance in improving the mood and engagement of T1DM patients in exercise programs, providing a user-friendly and well-accepted VR cycling application; subsequently, it has also shown preliminary potential for the regulation of biological parameters. Healthcare professionals could easily expand exercise protocols with the strengths of the VR technologies along with other health-related programs.
Full article

Figure 1
Open AccessArticle
Evaluation of HoloLens 2 for Hand Tracking and Kinematic Features Assessment
by
Jessica Bertolasi, Nadia Vanessa Garcia-Hernandez, Mariacarla Memeo, Marta Guarischi and Monica Gori
Virtual Worlds 2025, 4(3), 31; https://doi.org/10.3390/virtualworlds4030031 - 3 Jul 2025
Cited by 1
Abstract
►▼
Show Figures
The advent of mixed reality (MR) systems has revolutionized human–computer interactions by seamlessly integrating virtual elements with the real world. Devices like the HoloLens 2 (HL2) enable intuitive, hands-free interactions through advanced hand-tracking technology, making them valuable in fields such as education, healthcare,
[...] Read more.
The advent of mixed reality (MR) systems has revolutionized human–computer interactions by seamlessly integrating virtual elements with the real world. Devices like the HoloLens 2 (HL2) enable intuitive, hands-free interactions through advanced hand-tracking technology, making them valuable in fields such as education, healthcare, engineering, and training simulations. However, despite the growing adoption of MR, there is a noticeable lack of comprehensive comparisons between the hand-tracking accuracy of the HL2 and high-precision benchmarks like motion capture systems. Such evaluations are essential to assess the reliability of MR interactions, identify potential tracking limitations, and improve the overall precision of hand-based input in immersive applications. This study aims to assess the accuracy of HL2 in tracking hand position and measuring kinematic hand parameters, including joint angles and lateral pinch span (distance between thumb and index fingertips), using its tracking data. To achieve this, the Vicon motion capture system (VM) was used as a gold-standard reference. Three tasks were designed: (1) finger tracing of a 2D pattern in 3D space, (2) grasping various common objects, and (3) lateral pinching of objects with varying sizes. Task 1 tests fingertip tracking, Task 2 evaluates joint angle accuracy, and Task 3 examines the accuracy of pinch span measurement. In all tasks, HL2 and VM simultaneously recorded hand positions and movements. The data captured in Task 1 were analyzed to evaluate HL2’s hand-tracking capabilities against VM. Finger rotation angles from Task 2 and lateral pinch span from Task 3 were then used to assess HL2’s accuracy compared to VM. The results indicate that the HL2 exhibits millimeter-level errors compared to Vicon’s tracking system in Task 1, spanning in a range from 2 mm to 4 mm, suggesting that HL2’s hand-tracking system demonstrates good accuracy. Additionally, the reconstructed grasping positions in Task 2 from both systems show a strong correlation and an average error of 5°, while in Task 3, the accuracy of the HL2 is comparable to that of VM, improving performance as the object thickness increases.
Full article

Figure 1
Open AccessArticle
Interaction Design Strategies for Socio-Spatial Embodiment in Virtual World Learning
by
Arghavan (Nova) Ebrahimi and Harini Ramaprasad
Virtual Worlds 2025, 4(3), 30; https://doi.org/10.3390/virtualworlds4030030 - 1 Jul 2025
Cited by 1
Abstract
Desktop Virtual Worlds (DVWs) offer unique spatial affordances for education, yet understanding of how these environments support meaningful learning experiences remains limited. This study introduces the Socio-Spatial Embodiment Model, a novel framework conceptualizing learning in DVWs as shaped by the interconnection of embodied
[...] Read more.
Desktop Virtual Worlds (DVWs) offer unique spatial affordances for education, yet understanding of how these environments support meaningful learning experiences remains limited. This study introduces the Socio-Spatial Embodiment Model, a novel framework conceptualizing learning in DVWs as shaped by the interconnection of embodied presence, place-making, and community formation. Through semi-structured interviews conducted with 14 experienced educators from the Virtual Worlds Education Consortium, we investigated how these dimensions intersect and what design strategies facilitate this integration. Thematic analysis revealed that strategic design employs cognitive offloading techniques and biophilic metaphors to enhance embodied presence, balance familiar elements with spatial innovations to create meaningful places, and leverage synchronous engagement with institutional identity markers to facilitate learning communities. Our findings identified design strategies that facilitate stronger perceived student connections to the learning environment and community, when DVW designs address spatial, emotional, social, and cultural factors while reinforcing both cognitive and perceptual processes. This research advances understanding of embodied learning in virtual environments by identifying the dynamic interdependence among presence, place, and community, providing practical strategies for educators in creating more meaningful virtual learning experiences.
Full article
(This article belongs to the Special Issue Contemporary Developments in Mixed, Augmented, and Virtual Reality: Implications for Teaching and Learning)
►▼
Show Figures

Figure 1
Open AccessReview
360-Degree Videos in Healthcare: A Bibliometric Analysis of Research Trends and Emerging Topics
by
Maram A. Alammary, Lesley E. Halliday and Stathis Th. Konstantinidis
Virtual Worlds 2025, 4(3), 29; https://doi.org/10.3390/virtualworlds4030029 - 23 Jun 2025
Abstract
This bibliometric analysis aims to provide a comprehensive overview of the use of 360-degree video in healthcare, identifying key research trends and emerging topics in this field. Data was sourced from the Web of Science Core Collection, Scopus, and PubMed, and analyses were
[...] Read more.
This bibliometric analysis aims to provide a comprehensive overview of the use of 360-degree video in healthcare, identifying key research trends and emerging topics in this field. Data was sourced from the Web of Science Core Collection, Scopus, and PubMed, and analyses were performed using the Biblioshiny package. Network visualization was conducted using VOSviewer. A total of 272 studies on 360-degree video were included in the analysis. The number of publications has shown a consistent upward trend from 2009 to 2024. Most publications (n = 234) were articles, indicating a maturing field. Institutions in North America and Germany lead the list of top affiliations. Research areas reflect interdisciplinary use of 360-video in healthcare, led by computer science (20.2%), followed by education (14.3%), healthcare sciences (10.7%), psychology (10.3%), and nursing (8.1%), demonstrating broad applicability across sectors. Recent emerging topics, such as empathy, stress, and well-being, indicate a growing research interest in the holistic aspects of healthcare interventions, particularly the psychological and emotional dimensions. Additionally, the concept of “presence” has gained increasing attention, reflecting its psychological and emotional impact. The findings suggest that further research is needed to evaluate the effectiveness of interactive learning and user engagement in 360-degree video experiences.
Full article
(This article belongs to the Special Issue Empowering Health Education: Digital Transformation Frontiers for All)
►▼
Show Figures

Figure 1
Open AccessArticle
Exploring Mixed-Interaction Mode in a Virtual Cockpit: Controller and Hand Gesture Integration
by
Yemon Lee, Andy M. Connor and Stefan Marks
Virtual Worlds 2025, 4(2), 28; https://doi.org/10.3390/virtualworlds4020028 - 19 Jun 2025
Abstract
►▼
Show Figures
This paper evaluates a new interaction mode for object manipulation tasks in virtual reality (VR) utilizing an aircraft cockpit simulation. Building on prior research, this study examines the effectiveness and user experience of a mixed-interaction mode that involves the combination of handheld controllers
[...] Read more.
This paper evaluates a new interaction mode for object manipulation tasks in virtual reality (VR) utilizing an aircraft cockpit simulation. Building on prior research, this study examines the effectiveness and user experience of a mixed-interaction mode that involves the combination of handheld controllers with hand gestures. Qualitative interviews with participants provided detailed feedback on the combined input approach. The analysis highlights the strengths and challenges of the mixed-interaction mode, indicating a perceived increase in task completion efficacy and enhanced user experience. As an outcome of the research, design guidelines were developed based on participants’ insights, focusing on the optimal balance of naturalness and precision for mixed interaction in VR that can also be utilized more generally. This study offers practical implications for creating immersive virtual environments and informs future research in VR interaction modes and user experience.
Full article

Figure 1
Highly Accessed Articles
Latest Books
E-Mail Alert
News
Topics
Special Issues
Special Issue in
Virtual Worlds
Contemporary Developments in Mixed, Augmented, and Virtual Reality: Implications for Teaching and Learning
Guest Editors: Kenneth Y T Lim, Michael VallanceDeadline: 31 October 2025
Special Issue in
Virtual Worlds
Applying Virtual Worlds Knowledge: Methods, Evaluation, and Effective Transfer of Knowledge into Practice
Guest Editors: Jan-Niklas Voigt-Antons, Tanja KojicDeadline: 30 June 2026


