Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Article Types

Countries / Regions

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Search Results (180)

Search Parameters:
Keywords = VR software

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
20 pages, 1798 KiB  
Article
An Approach to Enable Human–3D Object Interaction Through Voice Commands in an Immersive Virtual Environment
by Alessio Catalfamo, Antonio Celesti, Maria Fazio, A. F. M. Saifuddin Saif, Yu-Sheng Lin, Edelberto Franco Silva and Massimo Villari
Big Data Cogn. Comput. 2025, 9(7), 188; https://doi.org/10.3390/bdcc9070188 - 17 Jul 2025
Viewed by 277
Abstract
Nowadays, the Metaverse is facing many challenges. In this context, Virtual Reality (VR) applications allowing voice-based human–3D object interactions are limited due to the current hardware/software limitations. In fact, adopting Automated Speech Recognition (ASR) systems to interact with 3D objects in VR applications [...] Read more.
Nowadays, the Metaverse is facing many challenges. In this context, Virtual Reality (VR) applications allowing voice-based human–3D object interactions are limited due to the current hardware/software limitations. In fact, adopting Automated Speech Recognition (ASR) systems to interact with 3D objects in VR applications through users’ voice commands presents significant challenges due to the hardware and software limitations of headset devices. This paper aims to bridge this gap by proposing a methodology to address these issues. In particular, starting from a Mel-Frequency Cepstral Coefficient (MFCC) extraction algorithm able to capture the unique characteristics of the user’s voice, we pass it as input to a Convolutional Neural Network (CNN) model. After that, in order to integrate the CNN model with a VR application running on a standalone headset, such as Oculus Quest, we converted it into an Open Neural Network Exchange (ONNX) format, i.e., a Machine Learning (ML) interoperability open standard format. The proposed system demonstrates good performance and represents a foundation for the development of user-centric, effective computing systems, enhancing accessibility to VR environments through voice-based commands. Experiments demonstrate that a native CNN model developed through TensorFlow presents comparable performances with respect to the corresponding CNN model converted into the ONNX format, paving the way towards the development of VR applications running in headsets controlled through the user’s voice. Full article
Show Figures

Figure 1

49 pages, 3444 KiB  
Article
A Design-Based Research Approach to Streamline the Integration of High-Tech Assistive Technologies in Speech and Language Therapy
by Anna Lekova, Paulina Tsvetkova, Anna Andreeva, Georgi Dimitrov, Tanio Tanev, Miglena Simonska, Tsvetelin Stefanov, Vaska Stancheva-Popkostadinova, Gergana Padareva, Katia Rasheva, Adelina Kremenska and Detelina Vitanova
Technologies 2025, 13(7), 306; https://doi.org/10.3390/technologies13070306 - 16 Jul 2025
Viewed by 367
Abstract
Currently, high-tech assistive technologies (ATs), particularly Socially Assistive Robots (SARs), virtual reality (VR) and conversational AI (ConvAI), are considered very useful in supporting professionals in Speech and Language Therapy (SLT) for children with communication disorders. However, despite a positive public perception, therapists face [...] Read more.
Currently, high-tech assistive technologies (ATs), particularly Socially Assistive Robots (SARs), virtual reality (VR) and conversational AI (ConvAI), are considered very useful in supporting professionals in Speech and Language Therapy (SLT) for children with communication disorders. However, despite a positive public perception, therapists face difficulties when integrating these technologies into practice due to technical challenges and a lack of user-friendly interfaces. To address this gap, a design-based research approach has been employed to streamline the integration of SARs, VR and ConvAI in SLT, and a new software platform called “ATLog” has been developed for designing interactive and playful learning scenarios with ATs. ATLog’s main features include visual-based programming with graphical interface, enabling therapists to intuitively create personalized interactive scenarios without advanced programming skills. The platform follows a subprocess-oriented design, breaking down SAR skills and VR scenarios into microskills represented by pre-programmed graphical blocks, tailored to specific treatment domains, therapy goals, and language skill levels. The ATLog platform was evaluated by 27 SLT experts using the Technology Acceptance Model (TAM) and System Usability Scale (SUS) questionnaires, extended with additional questions specifically focused on ATLog structure and functionalities. According to the SUS results, most of the experts (74%) evaluated ATLog with grades over 70, indicating high acceptance of its usability. Over half (52%) of the experts rated the additional questions focused on ATLog’s structure and functionalities in the A range (90–100), while 26% rated them in the B range (80–89), showing strong acceptance of the platform for creating and running personalized interactive scenarios with ATs. According to the TAM results, experts gave high grades for both perceived usefulness (44% in the A range) and perceived ease of use (63% in the A range). Full article
Show Figures

Figure 1

25 pages, 2225 KiB  
Article
Virtual Reality Applied to Design Reviews in Shipbuilding
by Seppo Helle, Taneli Nyyssönen, Olli Heimo, Leo Sakari and Teijo Lehtonen
Multimodal Technol. Interact. 2025, 9(7), 72; https://doi.org/10.3390/mti9070072 - 15 Jul 2025
Viewed by 228
Abstract
This article describes a pilot project studying the potential benefits of using virtual reality (VR) in design reviews of cruise ship interiors. The research was conducted as part of a 2020–2022 research project targeting at sustainable shipbuilding methods. It was directly connected to [...] Read more.
This article describes a pilot project studying the potential benefits of using virtual reality (VR) in design reviews of cruise ship interiors. The research was conducted as part of a 2020–2022 research project targeting at sustainable shipbuilding methods. It was directly connected to an ongoing cruise ship building project, executed in cooperation with four companies constructing interiors. The goal was to use VR reviews instead of, or in addition to, constructing physical mock-up sections of the ship interiors, with expected improvements in sustainability and stakeholder communication. A number of virtual 3D models were created, imported into a virtual reality environment, and presented to customers. Experiences were collected through interviews and surveys from both the construction companies and customers. The results indicate that VR can be an efficient tool for design reviews. The designs can often be evaluated better in VR than using traditional methods. Material savings are possible by using virtual mock-ups instead of physical ones. However, it was also discovered that the visual rendering capabilities of the used software environment do not provide the realism that would be desired in some reviews. To overcome this limitation, more resources would be needed in preparing the models for VR reviews. Full article
Show Figures

Figure 1

19 pages, 1224 KiB  
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 662
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)
Show Figures

Figure 1

8 pages, 1871 KiB  
Proceeding Paper
Numerical Simulation for Dual Solid Particle Separation Using Fluidized Bed
by Muhammad Lutfil Amin and Nur Ikhwan
Eng. Proc. 2025, 84(1), 97; https://doi.org/10.3390/engproc2025084097 - 17 Jun 2025
Viewed by 359
Abstract
Particle separation is a common process in various industries, particularly in mineral processing. Therefore, this research aimed to evaluate the performance of separation method using fluidized bed. The evaluation was performed using silica gel particle with diameters of 0.9 and 3 mm, including [...] Read more.
Particle separation is a common process in various industries, particularly in mineral processing. Therefore, this research aimed to evaluate the performance of separation method using fluidized bed. The evaluation was performed using silica gel particle with diameters of 0.9 and 3 mm, including diesel fuel as fuel. This simulation was carried out to obtain the optimum separation of small-sized particle (0.9 mm) based on variations in fluid velocity (0.034, 0.068, and 0.102 m/s), outlet height (0.3, 0.6, and 0.9 m), and time. Optimum separation, defined by maximum separation efficiency (99%) in minimum time for separation, was determined using Computational Particle Fluid Dynamics software (CPFD VR 17.4.0). Separation efficiency of simulation results was validated by experimental research The results showed that, at velocity of 0.034 m/s, big particle could be partially separated at an outlet height of 0.9 m. At velocity of 0.068 m/s, small particle was separated at an outlet height of 0.6 m for 220 s, and big particle at 0.9, with a time longer than 300 s. Based on these results, optimum condition was obtained at velocity of 0.102 m/s, where small and big particle was separated at a time of 100 s, with output heights of 0.9 and 0.6 m, respectively. Full article
Show Figures

Figure 1

17 pages, 2268 KiB  
Systematic Review
Effects of Virtual Reality Interventions for Needle-Related Procedures in Patients with Cancer: A Systematic Review and Meta-Analysis
by Jie Dong, Wenru Wang, Kennis Yu Jie Khoo and Yingchun Zeng
Cancers 2025, 17(12), 1954; https://doi.org/10.3390/cancers17121954 - 12 Jun 2025
Viewed by 577
Abstract
Background. Needle-related procedures (NRPs) in cancer care are often associated with significant pain and anxiety, contributing to psychological and physiological distress. This study aimed to assess the effectiveness of virtual reality (VR)-based interventions in reducing anxiety, pain, depression, fear, and physiological parameters (pulse [...] Read more.
Background. Needle-related procedures (NRPs) in cancer care are often associated with significant pain and anxiety, contributing to psychological and physiological distress. This study aimed to assess the effectiveness of virtual reality (VR)-based interventions in reducing anxiety, pain, depression, fear, and physiological parameters (pulse rate and respiratory rate) in patients with cancer undergoing NRPs. Methods. A systematic search of 11 databases (CINAHL, Cochrane Library, Embase, IEEE Xplore, Medline, ProQuest, PsycINFO, PubMed, Scopus, Web of Science, and CNKI) was conducted from inception to 15 May 2025. Two independent reviewers selected and extracted studies based on predefined inclusion and exclusion criteria. Meta-analyses were performed using Cochrane RevMan 2024 software. Heterogeneity was assessed using Higgins’ I2 statistics and Cochran’s Q test. The GRADE framework was applied to evaluate the quality of evidence. Results. Fourteen randomized controlled trials (RCTs) with 1089 participants were included. VR interventions showed significant benefits compared to controls in reducing anxiety (standard mean difference [SMD] = −1.74, 95% confidence interval [CI]: −2.47 to −1.01, p < 0.001), pain (SMD = −1.30, 95% CI: −1.93 to −0.67, p < 0.001), depression (SMD = −0.73, 95% CI: −0.96 to −0.50, p < 0.001), fear (mean difference [MD] = −1.31, 95% CI: −1.56 to −1.06, p < 0.001), and respiratory rate (MD = −3.85, 95% CI: −6.18 to −1.52, p = 0.001). However, no significant difference was found in pulse rate (MD = 0.25, 95% CI: −14.32 to 14.81, p = 0.97). Conclusions. VR-based interventions are effective in alleviating psychological symptoms (anxiety, depression, fear) and physiological distress (pain, respiratory rate) in patients with cancer undergoing NRPs. However, they do not significantly impact pulse rate. Interpretation of findings should consider limitations such as the small number of studies, limited sample sizes, and high heterogeneity. Further high-quality RCTs with follow-up assessments are warranted. Customizing VR interventions to address demographic and procedural needs may further enhance their effectiveness. Full article
(This article belongs to the Section Systematic Review or Meta-Analysis in Cancer Research)
Show Figures

Figure 1

15 pages, 2910 KiB  
Article
Advancing Foundry Training Through Virtual Reality: A Low-Cost, Immersive Learning Environment
by Anson Fry, Ismail Fidan and Eric Wooldridge
Inventions 2025, 10(3), 38; https://doi.org/10.3390/inventions10030038 - 22 May 2025
Cited by 1 | Viewed by 545
Abstract
Metal casting foundries present hazardous working conditions, making traditional training methods costly, time-consuming, and potentially unsafe. To address these challenges, this study presents a Virtual Reality (VR) training framework developed for the Tennessee Tech University (TTU) Foundry. The objective is to enhance introductory [...] Read more.
Metal casting foundries present hazardous working conditions, making traditional training methods costly, time-consuming, and potentially unsafe. To address these challenges, this study presents a Virtual Reality (VR) training framework developed for the Tennessee Tech University (TTU) Foundry. The objective is to enhance introductory training and safety education by providing an immersive, interactive, and risk-free environment where trainees can familiarize themselves with safety protocols, equipment handling, process workflows, and machine arrangements before engaging with real-world operations. The VR foundry environment is designed using Unreal Engine, a freely available software tool, to create a high-fidelity, interactive simulation of metal casting processes. This system enables real-time user interaction, scenario-based training, and procedural guidance, ensuring an engaging and effective learning experience. Preliminary findings and prior research indicate that VR-based training enhances learning retention, improves hazard recognition, and reduces training time compared to traditional methods. While challenges such as haptic feedback limitations and initial setup costs exist, VR’s potential in engineering education and industrial training is substantial. This work-in-progress study highlights the transformative role of VR in foundry training, contributing to the development of a safer, more efficient, and scalable workforce in the metal casting industry. Full article
(This article belongs to the Section Inventions and Innovation in Advanced Manufacturing)
Show Figures

Figure 1

13 pages, 241 KiB  
Systematic Review
Challenges and Implications of Virtual Reality in History Education: A Systematic Review
by Rafael Villena-Taranilla and Pascual D. Diago
Appl. Sci. 2025, 15(10), 5589; https://doi.org/10.3390/app15105589 - 16 May 2025
Viewed by 696
Abstract
Virtual Reality (VR) has emerged as a promising tool for history education, offering immersive and interactive learning experiences. However, its implementation in educational settings presents several challenges that remain under-explored. This systematic review, conducted using the Preferred Reporting Items for Systematic reviews and [...] Read more.
Virtual Reality (VR) has emerged as a promising tool for history education, offering immersive and interactive learning experiences. However, its implementation in educational settings presents several challenges that remain under-explored. This systematic review, conducted using the Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) methodology, aims to identify the main technical, usability, economic, psychological, social, and ethical challenges associated with the use of VR in history teaching. A literature search was performed in the Scopus (Elsevier) database, retrieving 2794 studies, from which a final selection of 14 papers was made based on predefined eligibility criteria. The findings indicate that interoperability issues, high hardware and software requirements, and navigation difficulties hinder VR integration. Moreover, usability concerns, including complex interfaces and cognitive overload, affect both students and educators, emphasizing the need for specialized teacher training. Economic barriers, such as the high cost of VR equipment and software, limit accessibility in resource-constrained institutions. Additionally, psychological and social challenges, including user discomfort, confusion between reality and fiction, and ethical concerns, were identified. These findings highlight the necessity of addressing these limitations to optimize VR’s pedagogical potential in history education. Future research should focus on developing cost-effective solutions, enhancing usability, and designing comprehensive training programs to facilitate the effective adoption of VR in educational contexts. Full article
Show Figures

Figure 1

20 pages, 4777 KiB  
Article
Quality Assurance of the Whole Slide Image Evaluation in Digital Pathology: State of the Art and Development Results
by Miklós Vincze, Béla Molnár and Miklós Kozlovszky
Electronics 2025, 14(10), 1943; https://doi.org/10.3390/electronics14101943 - 10 May 2025
Viewed by 538
Abstract
One of the key issues in medicine is quality assurance. It is essential to ensure the quality, consistency and validity of the various diagnostic processes performed. Today, the reproducibility and quality assurance of the analysis of digitized image data is an unsolved problem. [...] Read more.
One of the key issues in medicine is quality assurance. It is essential to ensure the quality, consistency and validity of the various diagnostic processes performed. Today, the reproducibility and quality assurance of the analysis of digitized image data is an unsolved problem. Our research has focused on the design and development of functionalities that can be used to greatly increase the verifiability of the evaluation of digitized medical image data, thereby reducing the number of misdiagnoses. In addition, our research presents a possible application of eye-tracking to determine the evaluation status of medical samples. At the beginning of our research, we looked at how eye-tracking technology is used in medical fields today and investigated the consistency of medical diagnoses. In our research, we designed and implemented a solution that can determine the evaluation state of a tomogram-type 3D sample by monitoring physiological and software parameters while using the software. In addition, our solution described in this paper is able to capture and reconstruct/replay complete VR diagnoses made in a 3D environment. This allows the diagnoses made in our system to be shared and further evaluated. We set up our own equations to quantify the evaluation status of a given 3D tomogram. At the end of the paper, we summarize our results and compare them with those of other researchers. Full article
Show Figures

Figure 1

29 pages, 16039 KiB  
Article
PRIVocular: Enhancing User Privacy Through Air-Gapped Communication Channels
by Anastasios N. Bikos
Cryptography 2025, 9(2), 29; https://doi.org/10.3390/cryptography9020029 - 1 May 2025
Viewed by 1600
Abstract
Virtual reality (VR)/the metaverse is transforming into a ubiquitous technology by leveraging smart devices to provide highly immersive experiences at an affordable price. Cryptographically securing such augmented reality schemes is of paramount importance. Securely transferring the same secret key, i.e., obfuscated, between several [...] Read more.
Virtual reality (VR)/the metaverse is transforming into a ubiquitous technology by leveraging smart devices to provide highly immersive experiences at an affordable price. Cryptographically securing such augmented reality schemes is of paramount importance. Securely transferring the same secret key, i.e., obfuscated, between several parties is the main issue with symmetric cryptography, the workhorse of modern cryptography, because of its ease of use and quick speed. Typically, asymmetric cryptography establishes a shared secret between parties, after which the switch to symmetric encryption can be made. However, several SoTA (State-of-The-Art) security research schemes lack flexibility and scalability for industrial Internet-of-Things (IoT)-sized applications. In this paper, we present the full architecture of the PRIVocular framework. PRIVocular (i.e., PRIV(acy)-ocular) is a VR-ready hardware–software integrated system that is capable of visually transmitting user data over three versatile modes of encapsulation, encrypted—without loss of generality—using an asymmetric-key cryptosystem. These operation modes can be optical character-based or QR-tag-based. Encryption and decryption primarily depend on each mode’s success ratio of correct encoding and decoding. We investigate the most efficient means of ocular (encrypted) data transfer by considering several designs and contributing to each framework component. Our pre-prototyped framework can provide such privacy preservation (namely virtual proof of privacy (VPP)) and visually secure data transfer promptly (<1000 ms), as well as the physical distance of the smart glasses (∼50 cm). Full article
Show Figures

Figure 1

29 pages, 8902 KiB  
Article
Conventional Training Integrated with SteamVR Tracking 2.0: Body Stability and Coordination Training Evaluation on ICAROS Pro
by Katharina Meiszl, Fabian Ratert, Tessa Schulten, Daniel Wiswede, Lara Kuhlmann de Canaviri, Tobias Potthast, Marc Silberbach, Laurin Hake, Yannik Warnecke, Witold Schiprowski, Mathias Merschhemke, Christoph M. Friedrich and Raphael Brüngel
Sensors 2025, 25(9), 2840; https://doi.org/10.3390/s25092840 - 30 Apr 2025
Viewed by 557
Abstract
Technological advances continually reduce the effort to digitally transform health-related activities such as rehabilitation and training. Exemplary systems use tracking and vital sign monitoring to assess physical condition and training progress. This paper presents a system for body stability training and coordination evaluation, [...] Read more.
Technological advances continually reduce the effort to digitally transform health-related activities such as rehabilitation and training. Exemplary systems use tracking and vital sign monitoring to assess physical condition and training progress. This paper presents a system for body stability training and coordination evaluation, using cost-efficient tracking and monitoring solutions. It implements the use case of app-guided back posture tracking on the ICAROS Pro training device via SteamVR Tracking 2.0, with pulse and respiration rate monitoring via Zephyr BioHarness 3.0. A longitudinal study on training effects with 20 subjects was conducted, involving a representative procedure created with a sports manager. Posture errors served as the main progress indicator, and pulse and respiration rates as co-indicators. Outcomes suggest the system’s capabilities to foster comprehension of effects and steering of exercises. Further, a secondary study presents a self-developed VR-based exergame demo for future system expansion. The Empatica EmbracePlus smartwatch was used as an alternative for vital sign acquisition. The user experiences of five subjects gathered via a survey highlight its motivating and entertaining character. For both the main and secondary studies, a thorough discussion elaborates on potentials and current limitations. The developed training system can serve as template and be adjusted for further use cases, and the exergame’s reception revealed prospective extension directions. Software components are available via GitHub. Full article
(This article belongs to the Special Issue Sensor Technologies in Sports and Exercise)
Show Figures

Figure 1

17 pages, 1786 KiB  
Review
An Overview of Commercial Virtual Reality Providers in Education: Mapping the Current Market Landscape
by Dominik Evangelou, Miriam Mulders and Bünyamin Sekerci
Appl. Sci. 2025, 15(7), 3906; https://doi.org/10.3390/app15073906 - 2 Apr 2025
Viewed by 687
Abstract
In recent years, virtual reality (VR) has emerged as a pivotal technology in the field of education, offering immersive and interactive experiences that have the potential to significantly enhance teaching and learning processes. However, for educational designers, teachers, and lecturers who lack advanced [...] Read more.
In recent years, virtual reality (VR) has emerged as a pivotal technology in the field of education, offering immersive and interactive experiences that have the potential to significantly enhance teaching and learning processes. However, for educational designers, teachers, and lecturers who lack advanced information technology skills, identifying and evaluating suitable VR applications can be a complex and labour-intensive endeavour. This article provides a non-technical, action-oriented overview of commercially available VR solutions designed for social skills training in education. To identify relevant providers, we conducted a four-phase snowball search from April to October 2024, combining academic literature reviews, expert interviews, web searches, and demo testing. This process led to the identification of ten VR providers suitable for social and communication skills development. The selected applications were analyzed across ten key criteria, including communication style, avatar design and customization, technological requirements, language support, and the availability of content libraries and authoring tools. The results reveal significant variation among providers in terms of pedagogical flexibility, technical accessibility, and degrees of user customization. By mapping these differences, the article offers a practical starting point for educational stakeholders seeking VR solutions that align with their instructional goals. Rather than offering an exhaustive review, the study presents a structured orientation to facilitate informed decision-making in selecting and implementing VR tools for social skills training. Full article
(This article belongs to the Special Issue Applications of Digital Technology and AI in Educational Settings)
Show Figures

Figure 1

24 pages, 23958 KiB  
Article
Empowering Communities Through Gamified Urban Design Solutions
by Ioannis Kavouras, Ioannis Rallis, Emmanuel Sardis, Eftychios Protopapadakis, Anastasios Doulamis and Nikolaos Doulamis
Smart Cities 2025, 8(2), 44; https://doi.org/10.3390/smartcities8020044 - 10 Mar 2025
Cited by 2 | Viewed by 1451
Abstract
The rapid urbanization of recent decades has intensified climate change challenges, demanding sophisticated solutions to build resilient and sustainable cities. A key aspect of sustainable urban planning is decentralizing and democratizing its processes, which requires citizen involvement from the early design stages. While [...] Read more.
The rapid urbanization of recent decades has intensified climate change challenges, demanding sophisticated solutions to build resilient and sustainable cities. A key aspect of sustainable urban planning is decentralizing and democratizing its processes, which requires citizen involvement from the early design stages. While current solutions such as digital tools, participatory workshops, gamification, and social media can enhance participation, they often exclude non-experts or those lacking digital skills. To address these limitations, this manuscript proposes a VR/AR gamified solution using open-source software and open GIS data. Specifically, it investigates the euPOLIS game as an innovative participatory tool offering an alternative to traditional approaches. This game decentralizes urban planning by shifting technical tasks to experts while citizens engage interactively, focusing solely on proposing solutions. To explore the potential of the proposed methodology, the euPOLIS game was demonstrated as a workshop activity in TNOC 2024 Festival, where 30 individuals from different academic background (i.e., citizens, architects, planners, etc.) voluntarily engaged and provided their impressions and feedback. The findings suggest that gamified solutions such as serious/simulation AR/VR games can effectively promote co-design, co-participation, and co-creation in urban planning in an inclusive and engaging manner. Full article
Show Figures

Figure 1

28 pages, 1543 KiB  
Review
The Current State of Virtual Reality in the Management of Musculoskeletal Conditions and Associated Chronic Pain: Terminology, Technology, and Associations
by Manca Opara Zupančič and Nejc Šarabon
Appl. Sci. 2025, 15(5), 2564; https://doi.org/10.3390/app15052564 - 27 Feb 2025
Cited by 2 | Viewed by 1987
Abstract
Virtual reality (VR) demonstrates significant potential to improve rehabilitation outcomes for musculoskeletal conditions and associated chronic pain. However, the field faces notable challenges, including inconsistent terminology, a lack of specialized/comprehensive software solutions, and an overwhelming variety of hardware options, which can make it [...] Read more.
Virtual reality (VR) demonstrates significant potential to improve rehabilitation outcomes for musculoskeletal conditions and associated chronic pain. However, the field faces notable challenges, including inconsistent terminology, a lack of specialized/comprehensive software solutions, and an overwhelming variety of hardware options, which can make it difficult for healthcare professionals without technical expertise to identify the most suitable tools for clinical use. This article explores the current state of VR in the rehabilitation of musculoskeletal conditions and chronic pain, focusing on terminology discrepancies, available hardware and software solutions, and key professional associations shaping the field. A review of the current state of terminology is essential to address inconsistencies that risk perpetuating misuse and to facilitate clearer communication. Building on this review, we propose a conceptual framework for understanding VR that aligns more closely with the capabilities of current VR technology. A comprehensive overview of VR hardware and software can assist healthcare professionals in selecting appropriate technologies for clinical practice, guide researchers in designing interventions, and inform developers on unmet needs in the field. Furthermore, understanding key professional associations provides valuable direction for those engaged in virtual rehabilitation, enabling them to access resources, foster collaboration, and stay informed about the latest advancements in the domain. This review addresses the significant confusion regarding the understanding of VR, particularly in relation to its classification based on levels of immersion. Accordingly, it proposes a framework that contributes to a standardized approach to understanding VR. Additionally, it highlights the lack of VR solutions tailored to the needs of patients with musculoskeletal conditions and associated chronic pain, emphasizing the necessity for further development in this area. Full article
(This article belongs to the Special Issue Recent Advances in Exercise-Based Rehabilitation)
Show Figures

Figure 1

28 pages, 3054 KiB  
Article
A Rubric for Peer Evaluation of Multi-User Virtual Environments for Education and Training
by Chrysoula Lazou, Avgoustos Tsinakos and Ioannis Kazanidis
Information 2025, 16(3), 174; https://doi.org/10.3390/info16030174 - 26 Feb 2025
Cited by 2 | Viewed by 1334
Abstract
In a media-saturated online ecosystem, educational technology that fosters virtual interactions and learning opportunities, unlike those taking place face-to-face, has to bear special characteristics that facilitate the way we build our connection with others or access, consume, and produce new information. The present [...] Read more.
In a media-saturated online ecosystem, educational technology that fosters virtual interactions and learning opportunities, unlike those taking place face-to-face, has to bear special characteristics that facilitate the way we build our connection with others or access, consume, and produce new information. The present study focuses on the design and implementation of a rubric for the peer assessment of collaborative educational Virtual Reality (VR) environments that were built with the aim to provide immersive-triggered meaningful learning instances. It presents the methodology employed to create the tool, its use in peer evaluation processes, and the implementation findings. The stages of the methodology employed involve the review of existing tools, the rationale lying in the creation of the certain tool, and the recruitment of educators and/or trainers to pilot test it. To this end, there was a purposeful recruitment of participants of a postgraduate program in immersive technologies, with diverse demographics and from different disciplines, who were invited to work collaboratively, in pairs or groups of three, with the intent to design and develop an educational intervention of their choice in Spatial.io software. The stages of the methodology further involved microteaching sessions with other groups, peer evaluation based on the quality criteria provided, and self-reflection and evaluation of their educational interventions. The study outcomes revealed (i) the key evaluation criteria that proved to be critical for the design of quality immersive experiences, (ii) the usefulness of the rubric created to facilitate the pilot testing of the prototypes, and (iii) challenges and benefits that arise from peer evaluation practices. In the context of interdisciplinary, diverse age and professional experience demographics peer evaluation, digital, content, and pedagogical concerns arose providing fruitful feedback to their peers for the refinement of the design of their VR environments. Challenges and recommendations of the peer review processes are also discussed. Full article
(This article belongs to the Special Issue Artificial Intelligence and Games Science in Education)
Show Figures

Figure 1

Back to TopTop