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21 pages, 777 KB  
Review
Mechanisms of Virtual Reality-Based Relaxation in Older Adults: A Scoping Review
by Błażej Cieślik
J. Clin. Med. 2025, 14(17), 6126; https://doi.org/10.3390/jcm14176126 - 29 Aug 2025
Abstract
Background/Objectives: Mental health and emotional well-being are critical yet often overlooked in older adults. Immersive virtual reality (VR) may offer novel strategies for promoting relaxation in this population, but the diversity of intervention designs and underlying mechanisms remains insufficiently mapped. This scoping review [...] Read more.
Background/Objectives: Mental health and emotional well-being are critical yet often overlooked in older adults. Immersive virtual reality (VR) may offer novel strategies for promoting relaxation in this population, but the diversity of intervention designs and underlying mechanisms remains insufficiently mapped. This scoping review aimed to systematically examine head-mounted display (HMD) VR interventions for relaxation in older adults, focusing on core scenarios, mechanisms, and conceptual paradigms. Methods: Following the JBI Manual for Evidence Synthesis and PRISMA-ScR guidelines, comprehensive searches of MEDLINE, Cochrane Library, Web of Science, and Scopus were conducted for empirical studies of HMD-based VR relaxation interventions in adults aged 60 and older. Data on study characteristics, hardware, intervention scenarios, and reported physiological and psychological mechanisms were extracted and categorized into conceptual paradigms. Results: Twenty-four studies were included, covering diverse clinical and community samples. Four main VR relaxation paradigms emerged: environmental relaxation, guided meditation, psychotherapy integration, and interactive gamified relaxation. Reported mechanisms included parasympathetic activation, multisensory immersion, attentional distraction, positive affect induction, mindfulness, cognitive engagement, and reminiscence activation. Considerable heterogeneity was found in intervention design and outcomes, with mechanisms often inferred rather than directly described. Conclusions: Similar relaxation mechanisms were engaged across paradigms, including hybrid interventions combining multiple approaches, highlighting the adaptability of VR to meet diverse needs. Identifying these four paradigms provides a foundation for future research and development of targeted VR-based relaxation for older adults. Further studies should clarify mechanisms, use standardized physiological outcome measures, and assess long-term benefits of VR relaxation interventions in geriatric populations. Full article
(This article belongs to the Special Issue Advances in Rehabilitation Care for Geriatric Diseases)
16 pages, 8310 KB  
Article
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
Viewed by 245
Abstract
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
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36 pages, 14352 KB  
Article
NRXR-ID: Two-Factor Authentication (2FA) in VR Using Near-Range Extended Reality and Smartphones
by Aiur Nanzatov, Lourdes Peña-Castillo and Oscar Meruvia-Pastor
Electronics 2025, 14(17), 3368; https://doi.org/10.3390/electronics14173368 - 25 Aug 2025
Viewed by 241
Abstract
Two-factor authentication (2FA) has become widely adopted as an efficient and secure way of validating someone’s identity online. Two-factor authentication is difficult in virtual reality (VR) because users are usually wearing a head-mounted display (HMD) which does not allow them to see their [...] Read more.
Two-factor authentication (2FA) has become widely adopted as an efficient and secure way of validating someone’s identity online. Two-factor authentication is difficult in virtual reality (VR) because users are usually wearing a head-mounted display (HMD) which does not allow them to see their real-world surroundings. We present NRXR-ID, a technique to implement two-factor authentication while using extended reality systems and smartphones. The proposed method allows users to complete an authentication challenge using their smartphones without removing their HMD. We performed a user study in which we explored four types of challenges for users, including a novel checkers-style challenge. Users responded to these challenges under three different configurations, including a technique that uses a smartphone to support gaze-based selection without the use of a VR controller. A 4 × 3 within-subjects design allowed us to study all of the proposed variations. We collected performance metrics along with user experience questionnaires containing subjective impressions from thirty participants. Results suggest that the checkers-style visual matching challenge was the most preferred option, followed by the challenge involving entering a digital PIN submitted via the smartphone. Participants were fastest at solving the digital PIN challenge, with an average of 12.35 ± 5 s, followed by the Checkers challenge with 13.85 ± 5.29 s, then the CAPTCHA-style challenge with 14.36 ± 7.5 s, whereas the alphanumeric password took almost twice as long, averaging 32.71 ± 16.44 s. The checkers-style challenge performed consistently across all conditions with no significant differences (p = 0.185), making it robust to different implementation choices. Full article
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16 pages, 1359 KB  
Article
Comparing Immersive and Non-Immersive VR: Effects on Spatial Learning and Aesthetic Experience in Museum Settings
by Laura Piccardi, Marcello Massidda, Laura Travaglini, Sofia Pescarin, Marco Giancola, Massimiliano Palmiero, Matteo Deflorian, Sabrina Apollaro, Roberta Lista and Raffaella Nori
Brain Sci. 2025, 15(8), 852; https://doi.org/10.3390/brainsci15080852 - 11 Aug 2025
Viewed by 477
Abstract
Background/Objectives: The use of virtual reality (VR) solutions in design has rapidly increased globally. However, it remains unclear to what extent these technologies enhance people’s cognitive abilities. Understanding the impact of such technologies is essential for assessing their validity and effectiveness. In this [...] Read more.
Background/Objectives: The use of virtual reality (VR) solutions in design has rapidly increased globally. However, it remains unclear to what extent these technologies enhance people’s cognitive abilities. Understanding the impact of such technologies is essential for assessing their validity and effectiveness. In this controlled study, we investigated how HMD and non-immersive VR museum environments affect the ability to learn about the environment and the perception of the experience. Methods: A total of 87 college students (46 females) were randomly assigned to either HMD or non-immersive VR museum environments. Subsequently, they had to answer questions related to the sense of immersion and pleasantness of the museum experience, as well as their willingness to repeat similar museum experiences. Results: The results indicated that the HMD setting was preferred for its greater sense of immersion, pleasantness, and intention to repeat a similar experience. Conclusions: The data are discussed in the context of fostering appreciation and promoting the preservation of cultural heritage. Full article
(This article belongs to the Section Behavioral Neuroscience)
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18 pages, 4529 KB  
Article
LGSIK-Poser: Skeleton-Aware Full-Body Motion Reconstruction from Sparse Inputs
by Linhai Li, Jiayi Lin and Wenhui Zhang
AI 2025, 6(8), 180; https://doi.org/10.3390/ai6080180 - 7 Aug 2025
Viewed by 533
Abstract
Accurate full-body motion reconstruction from sparse sensors is crucial for VR/AR applications but remains challenging due to the under-constrained nature of limited observations and the computational constraints of mobile platforms. This paper presents LGSIK-Poser, a unified and lightweight framework that supports real-time motion [...] Read more.
Accurate full-body motion reconstruction from sparse sensors is crucial for VR/AR applications but remains challenging due to the under-constrained nature of limited observations and the computational constraints of mobile platforms. This paper presents LGSIK-Poser, a unified and lightweight framework that supports real-time motion reconstruction from heterogeneous sensor configurations, including head-mounted displays, handheld controllers, and up to three optional inertial measurement units, without requiring reconfiguration across scenarios. The model integrates temporally grouped LSTM modeling, anatomically structured graph-based reasoning, and region-specific inverse kinematics refinement to enhance end-effector accuracy and structural consistency. Personalized body shape is estimated using user-specific anthropometric priors within the SMPL model, a widely adopted parametric representation of human shape and pose. Experiments on the AMASS benchmark demonstrate that LGSIK-Poser achieves state-of-the-art accuracy with up to 48% improvement in hand localization, while reducing model size by 60% and latency by 22% compared to HMD-Poser. The system runs at 63.65 FPS with only 3.74 M parameters, highlighting its suitability for real-time immersive applications. Full article
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13 pages, 1329 KB  
Article
The Complex Interaction Between the Sense of Presence, Movement Features, and Performance in a Virtual Reality Spatial Task: A Preliminary Study
by Tommaso Palombi, Andrea Chirico, Laura Mandolesi, Maurizio Mancini, Noemi Passarello, Erica Volta, Fabio Alivernini and Fabio Lucidi
Electronics 2025, 14(15), 3143; https://doi.org/10.3390/electronics14153143 - 7 Aug 2025
Viewed by 401
Abstract
The present study explores the innovative application of virtual reality (VR) in conducting the Radial Arm Maze (RAM) task, a performance-based test traditionally utilized for assessing spatial memory. This study aimed to develop a gamified version of the RAM implemented in immersive VR [...] Read more.
The present study explores the innovative application of virtual reality (VR) in conducting the Radial Arm Maze (RAM) task, a performance-based test traditionally utilized for assessing spatial memory. This study aimed to develop a gamified version of the RAM implemented in immersive VR and investigate the interaction between the sense of presence, movement features, and performance within the RAM. We developed software supporting a head-mounted display (HMD), addressing prior limitations in the scientific literature concerning user interaction, data collection accuracy, operational flexibility, and immersion level. This study involved a sample of healthy young adults who engaged with the immersive VR version of the RAM, examining the influence of VR experience variables (sense of presence, motion sickness, and usability) on RAM performance. Notably, it also introduced the collection and analysis of movement features within the VR environment to ascertain their impact on performance outcomes and their relationship with VR experience variables. The VR application developed is notable for its user-friendliness, adaptability, and integration capability with physiological monitoring devices, marking a significant advance in utilizing VR for cognitive assessments. Findings from our study underscore the importance of VR experience factors in RAM performance, highlighting how a heightened sense of presence can predict better performance, thereby emphasizing engagement and immersion as crucial for task success in VR settings. Additionally, this study revealed how movement parameters within the VR environment, specifically speed and directness, significantly influence RAM performance, offering new insights into optimizing VR experiences for enhanced task performance. Full article
(This article belongs to the Special Issue Augmented Reality, Virtual Reality, and 3D Reconstruction)
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12 pages, 8520 KB  
Article
Integrated Haptic Feedback with Augmented Reality to Improve Pinching and Fine Moving of Objects
by Jafar Hamad, Matteo Bianchi and Vincenzo Ferrari
Appl. Sci. 2025, 15(13), 7619; https://doi.org/10.3390/app15137619 - 7 Jul 2025
Viewed by 744
Abstract
Hand gestures are essential for interaction in augmented and virtual reality (AR/VR), allowing users to intuitively manipulate virtual objects and engage with human–machine interfaces (HMIs). Accurate gesture recognition is critical for effective task execution. However, users often encounter difficulties due to the lack [...] Read more.
Hand gestures are essential for interaction in augmented and virtual reality (AR/VR), allowing users to intuitively manipulate virtual objects and engage with human–machine interfaces (HMIs). Accurate gesture recognition is critical for effective task execution. However, users often encounter difficulties due to the lack of immediate and clear feedback from head-mounted displays (HMDs). Current tracking technologies cannot always guarantee reliable recognition, leaving users uncertain about whether their gestures have been successfully detected. To address this limitation, haptic feedback can play a key role by confirming gesture recognition and compensating for discrepancies between the visual perception of fingertip contact with virtual objects and the actual system recognition. The goal of this paper is to compare a simple vibrotactile ring with a full glove device and identify their possible improvements for a fundamental gesture like pinching and fine moving of objects using Microsoft HoloLens 2. Where the pinch action is considered an essential fine motor skill, augmented reality integrated with haptic feedback can be useful to notify the user of the recognition of the gestures and compensate for misaligned visual perception between the tracked fingertip with respect to virtual objects to determine better performance in terms of spatial precision. In our experiments, the participants’ median distance error using bare hands over all axes was 10.3 mm (interquartile range [IQR] = 13.1 mm) in a median time of 10.0 s (IQR = 4.0 s). While both haptic devices demonstrated improvement in participants precision with respect to the bare-hands case, participants achieved with the full glove median errors of 2.4 mm (IQR = 5.2) in a median time of 8.0 s (IQR = 6.0 s), and with the haptic rings they achieved even better performance with median errors of 2.0 mm (IQR = 2.0 mm) in an even better median time of only 6.0 s (IQR= 5.0 s). Our outcomes suggest that simple devices like the described haptic rings can be better than glove-like devices, offering better performance in terms of accuracy, execution time, and wearability. The haptic glove probably compromises hand and finger tracking with the Microsoft HoloLens 2. Full article
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19 pages, 1224 KB  
Article
Charting the Future of Maritime Education and Training: A Technology-Acceptance-Model-Based Pilot Study on Students’ Behavioural Intention to Use a Fully Immersive VR Engine Room Simulator
by David Bačnar, Demir Barić and Dario Ogrizović
Appl. Syst. Innov. 2025, 8(3), 84; https://doi.org/10.3390/asi8030084 - 19 Jun 2025
Viewed by 1212
Abstract
Fully immersive engine room simulators are increasingly recognised as prominent tools in advancing maritime education and training. However, end-users’ acceptance of these innovative technologies remains insufficiently explored. To address this research gap, this case-specific pilot study applied the Technology Acceptance Model (TAM) to [...] Read more.
Fully immersive engine room simulators are increasingly recognised as prominent tools in advancing maritime education and training. However, end-users’ acceptance of these innovative technologies remains insufficiently explored. To address this research gap, this case-specific pilot study applied the Technology Acceptance Model (TAM) to explore maritime engineering students’ intentions to adopt the newly introduced head-mounted display (HMD) virtual reality (VR) engine room simulator as a training tool. Sampling (N = 84) was conducted at the Faculty of Maritime Studies, University of Rijeka, during the initial simulator trials. Structural Equation Modelling (SEM) revealed that perceived usefulness was the primary determinant of students’ behavioural intention to accept the simulator as a tool for training purposes, acting both as a direct predictor and as a mediating variable, transmitting the positive effect of perceived ease of use onto the intention. By providing preliminary empirical evidence on the key factors influencing maritime engineering students’ intentions to adopt HMD-VR simulation technologies within existing training programmes, this study’s findings might offer valuable insights to software developers and educators in shaping future simulator design and enhancing pedagogical practices in alignment with maritime education and training (MET) standards. Full article
(This article belongs to the Special Issue Advanced Technologies and Methodologies in Education 4.0)
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18 pages, 5112 KB  
Article
Gaze–Hand Steering for Travel and Multitasking in Virtual Environments
by Mona Zavichi, André Santos, Catarina Moreira, Anderson Maciel and Joaquim Jorge
Multimodal Technol. Interact. 2025, 9(6), 61; https://doi.org/10.3390/mti9060061 - 13 Jun 2025
Viewed by 641
Abstract
As head-mounted displays (HMDs) with eye tracking become increasingly accessible, the need for effective gaze-based interfaces in virtual reality (VR) grows. Traditional gaze- or hand-based navigation often limits user precision or impairs free viewing, making multitasking difficult. We present a gaze–hand steering technique [...] Read more.
As head-mounted displays (HMDs) with eye tracking become increasingly accessible, the need for effective gaze-based interfaces in virtual reality (VR) grows. Traditional gaze- or hand-based navigation often limits user precision or impairs free viewing, making multitasking difficult. We present a gaze–hand steering technique that combines eye tracking with hand pointing: users steer only when gaze aligns with a hand-defined target, reducing unintended actions and enabling free look. Speed is controlled via either a joystick or a waist-level speed circle. We evaluated our method in a user study (n = 20) across multitasking and single-task scenarios, comparing it to a similar technique. Results show that gaze–hand steering maintains performance and enhances user comfort and spatial awareness during multitasking. Our findings support using gaze–hand steering in gaze-dominant VR applications requiring precision and simultaneous interaction. Our method significantly improves VR navigation in gaze–dominant, multitasking-intensive applications, supporting immersion and efficient control. Full article
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18 pages, 21832 KB  
Article
Modulation of In-Vehicle Display Parameters to Reduce Motion Sickness
by Yeseom Jin, Jiseon Son, Taekyoung Kim, Hoolim Kim, Seunghwan Bang and Hyungseok Kim
Electronics 2025, 14(11), 2249; https://doi.org/10.3390/electronics14112249 - 31 May 2025
Viewed by 689
Abstract
As in-vehicle display environments become increasingly common, addressing motion sickness has become essential due to the intensified visual and vestibular discrepancies introduced by media experiences within vehicles. Prior research highlights that minimizing the conflict between vestibular signals and visual motion perception is crucial [...] Read more.
As in-vehicle display environments become increasingly common, addressing motion sickness has become essential due to the intensified visual and vestibular discrepancies introduced by media experiences within vehicles. Prior research highlights that minimizing the conflict between vestibular signals and visual motion perception is crucial for reducing motion sickness. This study aims to identify optimal viewing conditions and simulation settings for motion sickness reduction by experimentally adjusting field of view (FOV) and screen brightness. Specifically, the FOV is narrowed according to vehicle acceleration and angular speed, aligning with simulated vehicle motion through a motion simulator connected to a head-mounted display (HMD). The experimental results indicate that this approach can reduce motion sickness by up to 40%. Additionally, integrating the generated motion data with VR motion data enables a realistic simulation of in-vehicle conditions, suggesting that this method may enhance comfort in actual in-vehicle media environments. Full article
(This article belongs to the Special Issue Big Data and AI Applications)
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13 pages, 1193 KB  
Article
Validation of an Automated Scoring Algorithm That Assesses Eye Exploration in a 3-Dimensional Virtual Reality Environment Using Eye-Tracking Sensors
by Or Koren, Anais Di Via Ioschpe, Meytal Wilf, Bailasan Dahly, Ramit Ravona-Springer and Meir Plotnik
Sensors 2025, 25(11), 3331; https://doi.org/10.3390/s25113331 - 26 May 2025
Viewed by 600
Abstract
Eye-tracking studies in virtual reality (VR) deliver insights into behavioral function. The gold standard of evaluating gaze behavior is based on manual scoring, which is labor-intensive. Previously proposed automated eye-tracking algorithms for VR head mount display (HMD) were not validated against manual scoring, [...] Read more.
Eye-tracking studies in virtual reality (VR) deliver insights into behavioral function. The gold standard of evaluating gaze behavior is based on manual scoring, which is labor-intensive. Previously proposed automated eye-tracking algorithms for VR head mount display (HMD) were not validated against manual scoring, or tested in dynamic areas of interest (AOIs). Our study validates the accuracy of an automated scoring algorithm, which determines temporal fixation behavior on static and dynamic AOIs in VR, against subjective human annotation. The interclass-correlation coefficient (ICC) was calculated for the time of first fixation (TOFF) and total fixation duration (TFD), in ten participants, each presented with 36 static and dynamic AOIs. High ICC values (≥0.982; p < 0.0001) were obtained when comparing the algorithm-generated TOFF and TFD to the raters’ annotations. In sum, our algorithm is accurate in determining temporal parameters related to gaze behavior when using HMD-based VR. Thus, the significant time required for human scoring among numerous raters can be rendered obsolete with a reliable automated scoring system. The algorithm proposed here was designed to sub-serve a separate study that uses TOFF and TFD to differentiate apathy from depression in those suffering from Alzheimer’s dementia. Full article
(This article belongs to the Section Optical Sensors)
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16 pages, 7057 KB  
Article
VRBiom: A New Periocular Dataset for Biometric Applications of Head-Mounted Display
by Ketan Kotwal, Ibrahim Ulucan, Gökhan Özbulak, Janani Selliah and Sébastien Marcel
Electronics 2025, 14(9), 1835; https://doi.org/10.3390/electronics14091835 - 30 Apr 2025
Cited by 1 | Viewed by 945
Abstract
With advancements in hardware, high-quality head-mounted display (HMD) devices are being developed by numerous companies, driving increased consumer interest in AR, VR, and MR applications. This proliferation of HMD devices opens up possibilities for a wide range of applications beyond entertainment. Most commercially [...] Read more.
With advancements in hardware, high-quality head-mounted display (HMD) devices are being developed by numerous companies, driving increased consumer interest in AR, VR, and MR applications. This proliferation of HMD devices opens up possibilities for a wide range of applications beyond entertainment. Most commercially available HMD devices are equipped with internal inward-facing cameras to record the periocular areas. Given the nature of these devices and captured data, many applications such as biometric authentication and gaze analysis become feasible. To effectively explore the potential of HMDs for these diverse use-cases and to enhance the corresponding techniques, it is essential to have an HMD dataset that captures realistic scenarios. In this work, we present a new dataset of periocular videos acquired using a virtual reality headset called VRBiom. The VRBiom, targeted at biometric applications, consists of 900 short videos acquired from 25 individuals recorded in the NIR spectrum. These 10 s long videos have been captured using the internal tracking cameras of Meta Quest Pro at 72 FPS. To encompass real-world variations, the dataset includes recordings under three gaze conditions: steady, moving, and partially closed eyes. We have also ensured an equal split of recordings without and with glasses to facilitate the analysis of eye-wear. These videos, characterized by non-frontal views of the eye and relatively low spatial resolutions (400×400), can be instrumental in advancing state-of-the-art research across various biometric applications. The VRBiom dataset can be utilized to evaluate, train, or adapt models for biometric use-cases such as iris and/or periocular recognition and associated sub-tasks such as detection and semantic segmentation. In addition to data from real individuals, we have included around 1100 presentation attacks constructed from 92 PA instruments. These PAIs fall into six categories constructed through combinations of print attacks (real and synthetic identities), fake 3D eyeballs, plastic eyes, and various types of masks and mannequins. These PA videos, combined with genuine (bona fide) data, can be utilized to address concerns related to spoofing, which is a significant threat if these devices are to be used for authentication. The VRBiom dataset is publicly available for research purposes related to biometric applications only. Full article
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17 pages, 2942 KB  
Article
Profiling Students by Perceived Immersion: Insights from VR Engine Room Simulator Trials in Maritime Higher Education
by Luka Liker, Demir Barić, Ana Perić Hadžić and David Bačnar
Appl. Sci. 2025, 15(7), 3786; https://doi.org/10.3390/app15073786 - 30 Mar 2025
Cited by 2 | Viewed by 941
Abstract
Research on students’ immersive experiences with fully immersive virtual reality (VR) technologies is extensively documented across diverse educational settings; however, in maritime higher education, it remains relatively underrepresented. Therefore, by using segmentation analysis, this study aims to profile maritime engineering students at the [...] Read more.
Research on students’ immersive experiences with fully immersive virtual reality (VR) technologies is extensively documented across diverse educational settings; however, in maritime higher education, it remains relatively underrepresented. Therefore, by using segmentation analysis, this study aims to profile maritime engineering students at the Faculty of Maritime Studies, University of Rijeka, by perceived immersion (PIMM) within a Head-Mounted Display (HMD) VR engine room simulator and to explore differences in their perceived learning benefits (PLBs), future behavioural intentions (FBI), and satisfaction (SAT) with the HMD-VR experience. The sample comprised 84 participants who engaged in preliminary HMD-VR engine room simulator trials. A non-hierarchical (K-mean) cluster analysis, combined with the Elbow method, identified two distinct and homogeneous groups: Immersionists and Conformists. The results of an independent sample t-test indicated that Immersionists exhibited significantly higher scores regarding perceived learning benefits, future behavioural intentions, and overall satisfaction than Conformists. The study results underscore the significance of understanding students’ subjective perception of immersion in the implementation and further development of fully immersive VR technologies within maritime education and training (MET) curricula. However, as the study is based on a specific case within a particular educational context, the result may not directly apply to the broader student population. Full article
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29 pages, 40685 KB  
Article
Evaluating the Benefits and Drawbacks of Visualizing Systems Modeling Language (SysML) Diagrams in the 3D Virtual Reality Environment
by Mostafa Lutfi and Ricardo Valerdi
Systems 2025, 13(4), 221; https://doi.org/10.3390/systems13040221 - 23 Mar 2025
Viewed by 1416
Abstract
Model-Based Systems Engineering (MBSE) prioritizes system design through models rather than documents, and it is implemented with the Systems Modeling Language (SysML), which is the state-of-the-art language in academia and industry. Virtual Reality (VR), an immersive visualization technology, can simulate reality in virtual [...] Read more.
Model-Based Systems Engineering (MBSE) prioritizes system design through models rather than documents, and it is implemented with the Systems Modeling Language (SysML), which is the state-of-the-art language in academia and industry. Virtual Reality (VR), an immersive visualization technology, can simulate reality in virtual environments with varying degrees of fidelity. In recent years, the technology industry has invested substantially in the development of head-mounted displays (HMDs) and related virtual reality (VR) technologies. Various research has suggested that VR-based immersive design reviews enhance system issue/fault identification, collaboration, focus, and presence compared to non-immersive approaches. Additionally, several research efforts have demonstrated that the VR environment provides higher understanding and knowledge retention levels than traditional approaches. In recent years, multiple attempts have been made to visualize conventional 2D SysML diagrams in a virtual reality environment. To the best of the author’s knowledge, no empirical evaluation has been performed to analyze the benefits and drawbacks of visualizing SysML diagrams in a VR environment. Hence, the authors aimed to evaluate four key benefit types and drawbacks through experiments with human subjects. The authors chose four benefit types—Systems Understanding, Information Sharing, Modeling and Training Experience, and Digital Twin based on the MBSE value and benefits review performed by researchers and benefits claimed by the evaluations for similar visual formalism languages. Experiments were conducted to compare the understanding, interaction, and knowledge retention for 3D VR and conventional 2D SysML diagrams. The authors chose a ground-based telescope system as the system of interest (SOI) for system modeling. The authors utilized a standalone wireless HMD unit for a virtual reality experience, which enabled experiments to be conducted irrespective of location. Students and experts from multiple disciplines, including systems engineering, participated in the experiment and provided their opinions on the VR SysML implementation. The knowledge test, perceived evaluation results, and post-completion surveys were analyzed to determine whether the 3D VR SysML implementation improved these benefits and identified potential drawbacks. The authors utilized a few VR scenario efficacy measures, namely the Simulation Sickness Questionnaire (SSQ) and System Usability Scale (SUS), to avoid evaluation design-related anomalies. Full article
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25 pages, 7324 KB  
Article
Adaptive Microservice Architecture and Service Orchestration Considering Resource Balance to Support Multi-User Cloud VR
by Ho-Jin Choi, Jeong-Ho Kim, Ji-Hye Lee, Jae-Young Han and Won-Suk Kim
Electronics 2025, 14(7), 1249; https://doi.org/10.3390/electronics14071249 - 21 Mar 2025
Cited by 1 | Viewed by 577
Abstract
Recently, in the field of Virtual Reality (VR), cloud VR has been proposed as a method to address issues related to the performance and portability of Head-Mounted Displays (HMD). Cloud VR offers advantages such as lightweight HMD, telepresence, and mobility. However, issues such [...] Read more.
Recently, in the field of Virtual Reality (VR), cloud VR has been proposed as a method to address issues related to the performance and portability of Head-Mounted Displays (HMD). Cloud VR offers advantages such as lightweight HMD, telepresence, and mobility. However, issues such as Motion-To-Photon (MTP) latency and the handling of large-scale traffic due to continuous video streaming persist. Utilizing edge computing is considered a potential solution for some of these issues. Nevertheless, providing this in a cloud–edge continuum environment for simultaneous users presents additional issues, such as server rendering load and multi-user MTP latency threshold. This study proposes an adaptive MicroServices Architecture (MSA) and a service orchestration based on it to effectively provide multi-user cloud VR in a cloud–edge continuum environment. The proposed method aims to ensure the MTP latency threshold for each user while addressing network congestion, even when the application is provided to multiple users simultaneously in a resource-constrained edge network environment. Furthermore, it aims to maintain high edge applicability for microservices through efficient edge resource management. Simulation results confirm that the proposed method demonstrates better performance in terms of networking and MTP latency compared to other edge resource-management methods. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented and Mixed Reality)
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