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Keywords = Low-immersion Virtual Reality (LiVR)

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21 pages, 4566 KB  
Article
Impact of Stereoscopic Technologies on Heart Rate Variability in Extreme VR Gaming Conditions
by Penio Lebamovski and Evgeniya Gospodinova
Technologies 2025, 13(12), 545; https://doi.org/10.3390/technologies13120545 - 24 Nov 2025
Viewed by 485
Abstract
This study examines the effects of different stereoscopic technologies on physiological responses in immersive virtual reality (VR) environments. Five participant groups were evaluated: a control group (no stereoscopy) and four groups using anaglyph, passive, active glasses, or VR helmets. Heart rate variability (HRV) [...] Read more.
This study examines the effects of different stereoscopic technologies on physiological responses in immersive virtual reality (VR) environments. Five participant groups were evaluated: a control group (no stereoscopy) and four groups using anaglyph, passive, active glasses, or VR helmets. Heart rate variability (HRV) was measured in both time (MeanRR, SDNN, RMSSD, pNN50) and frequency (LF, HF, LF/HF) domains to assess autonomic nervous system activity. Active, polarized glasses and VR helmets significantly reduced SDNN and RMSSD compared to the control group (p < 0.01), with VR helmets causing the largest decrease (MeanRR −70%, RMSSD −51%). Anaglyph glasses showed milder effects. Nonlinear analysis revealed reduced entropies and Hurst parameter in highly immersive conditions, indicating impaired fractal heart rate structure and increased physiological load. These results demonstrate a clear relationship between immersion level and cardiovascular response, emphasising that higher immersion increases physiological stress. The scientific contribution lies in the combined application of linear and nonlinear HRV analysis to systematically compare different stereoscopic display types under controlled gaming immersion. The study proposes a practical methodology for assessing HRV in VR settings, which can inform the ergonomic design of VR systems and ensure users’ physiological safety. By highlighting the differential impacts of stereoscopic technologies on HRV, the findings offer guidance for optimising VR visualisation to balance immersive experience with user comfort and health. Full article
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34 pages, 14681 KB  
Article
Performance Evaluation and Optimization of 3D Models from Low-Cost 3D Scanning Technologies for Virtual Reality and Metaverse E-Commerce
by Rubén Grande, Javier Albusac, David Vallejo, Carlos Glez-Morcillo and José Jesús Castro-Schez
Appl. Sci. 2024, 14(14), 6037; https://doi.org/10.3390/app14146037 - 10 Jul 2024
Cited by 14 | Viewed by 6825
Abstract
Virtual Reality (VR) is and will be a key driver in the evolution of e-commerce, providing an immersive and gamified shopping experience. However, for VR shopping spaces to become a reality, retailers’ product catalogues must first be digitised into 3D models. While this [...] Read more.
Virtual Reality (VR) is and will be a key driver in the evolution of e-commerce, providing an immersive and gamified shopping experience. However, for VR shopping spaces to become a reality, retailers’ product catalogues must first be digitised into 3D models. While this may be a simple task for retail giants, it can be a major obstacle for small retailers, whose human and financial resources are often more limited, making them less competitive. Therefore, this paper presents an analysis of low-cost scanning technologies for small business owners to digitise their products and make them available on VR shopping platforms, with the aim of helping improve the competitiveness of small businesses through VR and Artificial Intelligence (AI). The technologies to be considered are photogrammetry, LiDAR sensors and NeRF.In addition to investigating which technology provides the best visual quality of 3D models based on metrics and quantitative results, these models must also offer good performance in commercial VR headsets. In this way, we also analyse the performance of such models when running on Meta Quest 2, Quest Pro and Quest 3 headsets (Reality Labs, Reality Labs, CA, USA) to determine their feasibility and provide use cases for each type of model from a scalability point of view. Finally, our work describes a model optimisation process that reduce the polygon count and texture size of high-poly models, converting them into more performance-friendly versions without significantly compromising visual quality. Full article
(This article belongs to the Section Computing and Artificial Intelligence)
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