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Keywords = immersive virtual nature

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20 pages, 4633 KB  
Article
Teleoperation System for Service Robots Using a Virtual Reality Headset and 3D Pose Estimation
by Tiago Ribeiro, Eduardo Fernandes, António Ribeiro, Carolina Lopes, Fernando Ribeiro and Gil Lopes
Sensors 2026, 26(2), 471; https://doi.org/10.3390/s26020471 - 10 Jan 2026
Viewed by 262
Abstract
This paper presents an immersive teleoperation framework for service robots that combines real-time 3D human pose estimation with a Virtual Reality (VR) interface to support intuitive, natural robot control. The operator is tracked using MediaPipe for 2D landmark detection and an Intel RealSense [...] Read more.
This paper presents an immersive teleoperation framework for service robots that combines real-time 3D human pose estimation with a Virtual Reality (VR) interface to support intuitive, natural robot control. The operator is tracked using MediaPipe for 2D landmark detection and an Intel RealSense D455 RGB-D (Red-Green-Blue plus Depth) camera for depth acquisition, enabling 3D reconstruction of key joints. Joint angles are computed using efficient vector operations and mapped to the kinematic constraints of an anthropomorphic arm on the CHARMIE service robot. A VR-based telepresence interface provides stereoscopic video and head-motion-based view control to improve situational awareness during manipulation tasks. Experiments in real-world object grasping demonstrate reliable arm teleoperation and effective telepresence; however, vision-only estimation remains limited for axial rotations (e.g., elbow and wrist yaw), particularly under occlusions and unfavorable viewpoints. The proposed system provides a practical pathway toward low-cost, sensor-driven, immersive human–robot interaction for service robotics in dynamic environments. Full article
(This article belongs to the Section Intelligent Sensors)
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25 pages, 6832 KB  
Article
Biofeedback-Informed Assessment of Biophilic Interior Variables: A 23 IVR Factorial Study in Design Studio Interiors
by Yasemin Albayrak-Kutlay, Murat Bengisu and Emre Ergül
Architecture 2026, 6(1), 6; https://doi.org/10.3390/architecture6010006 - 6 Jan 2026
Viewed by 193
Abstract
This study investigates the influence of three biophilic interior design variables: natural light, interior vegetation (vertical green wall), and biomorphic form (biomorphic wall panel) on affective and physiological responses in a design studio interior utilizing immersive virtual reality (IVR) and wearable biofeedback technology. [...] Read more.
This study investigates the influence of three biophilic interior design variables: natural light, interior vegetation (vertical green wall), and biomorphic form (biomorphic wall panel) on affective and physiological responses in a design studio interior utilizing immersive virtual reality (IVR) and wearable biofeedback technology. This study was a within-participant 23 factorial design that included one baseline and eight IVR studio conditions. Participants experienced all conditions while reporting affects using the Self-Assessment Manikin (SAM) valence and arousal scales, electrodermal activity (EDA), and skin temperature (ST). Cybersickness was measured with the Simulator Sickness Questionnaire (SSQ) and presence was assessed using the Igroup Presence Questionnaire and Slater-Usoh-Steed presence measures (IPQ, SUS), while baseline anxiety (STAI) was controlled. The results demonstrated a significant primary influence of natural light on SAM valence ratings: conditions with natural light were evaluated as more pleasant than the non-variable and baseline condition, whereas interior vegetation and biomorphic form had smaller, context-dependent effects that were most evident when layered with natural light. Differences in SAM arousal ratings were modest and non-systematic. EDA did not differentiate, and ST showed only small shifts, indicating that during calm exploratory monitoring, subjective affect was more responsive. The circumplex findings guided to an activity-specific zoned interior rather than a single uniform design studio. Full article
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31 pages, 5478 KB  
Article
An Intelligent English-Speaking Training System Using Generative AI and Speech Recognition
by Ching-Ta Lu, Yen-Ju Chen, Tai-Ying Wu and Yen-Yu Lu
Appl. Sci. 2026, 16(1), 189; https://doi.org/10.3390/app16010189 - 24 Dec 2025
Viewed by 562
Abstract
English is the first foreign language most Taiwanese have encountered, yet few have achieved proficient speaking skills. This paper presents a generative AI-based English speaking training system designed to enhance oral proficiency through interactive AI agents. The system employs ChatGPT version 5.2 to [...] Read more.
English is the first foreign language most Taiwanese have encountered, yet few have achieved proficient speaking skills. This paper presents a generative AI-based English speaking training system designed to enhance oral proficiency through interactive AI agents. The system employs ChatGPT version 5.2 to generate diverse and tailored conversational scenarios, enabling learners to practice in contextually relevant situations. Spoken responses are captured via speech recognition and analyzed by a large language model, which provides intelligent scoring and personalized feedback to guide improvement. Learners can automatically generate scenario-based scripts according to their learning needs. The D-ID AI system then produces a virtual character of the AI agent, whose lip movements are synchronized with the conversation, thereby creating realistic video interactions. Learning with an AI agent, the system maintains controlled emotional expression, reduces communication anxiety, and helps learners adapt to non-native interaction, fostering more natural and confident speech production. Accordingly, the proposed system supports compelling, immersive, and personalized language learning. The experimental results indicate that repeated practice with the proposed system substantially improves English speaking proficiency. Full article
(This article belongs to the Section Applied Neuroscience and Neural Engineering)
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14 pages, 555 KB  
Article
User Experience in Virtual Self-Disclosure: Appraising Natural, Urban, and Artificial VR Environments
by Shane L. Rogers, Tasha Canes and Alexis Pallister
Appl. Sci. 2026, 16(1), 33; https://doi.org/10.3390/app16010033 - 19 Dec 2025
Viewed by 312
Abstract
Virtual reality (VR) offers new opportunities for delivering psychologically meaningful conversations in digitally mediated settings. This study examined how environmental designs influence user experience during emotionally relevant self-disclosure. Fifty university students completed a within-subjects experiment in which they engaged in a structured positive [...] Read more.
Virtual reality (VR) offers new opportunities for delivering psychologically meaningful conversations in digitally mediated settings. This study examined how environmental designs influence user experience during emotionally relevant self-disclosure. Fifty university students completed a within-subjects experiment in which they engaged in a structured positive and negative self-disclosure task across four immersive environments (seaside, garden, urban, and sci-fi). After each interaction, participants rated six experiential dimensions relevant to therapeutic communication: comfort, calmness, pleasantness, focus, privacy, and perceived overall suitability for psychological therapy. Repeated-measures analyses showed that nature-themed environments were rated more positively than non-nature environments across all dimensions. Although the seaside and garden environments did not differ in overall composite ratings, the seaside setting was most frequently preferred for comfort, calmness, and pleasantness in participants’ final rankings. These findings demonstrate that virtual environment design meaningfully shapes users’ emotional and interpersonal experience in VR, highlighting the value of nature-based environments for VR counselling systems and digital mental-health applications. Full article
(This article belongs to the Special Issue Human-Computer Interaction: Advances, Challenges and Opportunities)
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17 pages, 4245 KB  
Article
A Biophilic Therapeutic Framework for Ageing Well in Care Settings
by Carolyn Thomas, Yangang Xing, Andrew Knight and David J. Brown
Buildings 2025, 15(24), 4558; https://doi.org/10.3390/buildings15244558 - 17 Dec 2025
Viewed by 342
Abstract
Access to nature is fundamental to human health and wellbeing, yet opportunities for direct and frequent engagement with natural environments are often restricted for individuals in the 80+ age category, particularly those in care settings or living in remote locations. There is therefore [...] Read more.
Access to nature is fundamental to human health and wellbeing, yet opportunities for direct and frequent engagement with natural environments are often restricted for individuals in the 80+ age category, particularly those in care settings or living in remote locations. There is therefore an urgent need to enhance nature connections in care settings and provide personalised, restorative experiences that reflect individuals preferred natural features. This prefeasibility pilot study developed a framework to inform the design of therapeutic care settings, grounded in the principles of biophilic neuroarchitecture and designed to support ageing well. Conducted over six months in two care environments, the study applied the biophilic pattern of Complexity and Order to simulate Natural Analogues within immersive virtual settings. Mixed methods combining wearable sensor data and self-reported wellbeing measures were used to assess psychophysiological, emotional, and cognitive responses among participants aged 80 and above. Findings revealed that VR content aligned with individual nature preferences elicited higher levels of engagement, relaxation, and positive affect. This study demonstrates the potential for implementing biophilic design applications to develop therapeutic care settings which promote wellbeing and healthy ageing, particularly where access to real nature is infrequent or limited. Full article
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13 pages, 866 KB  
Article
Designing a Virtual Reality Platform for University Students: An Immersive Approach to Developing Oral Presentation Skills
by Yasna Sandoval, Carlos Rojas, Gabriel Lagos, Bárbara Farías, Soledad Quezada and Luis Gajardo
Educ. Sci. 2025, 15(12), 1655; https://doi.org/10.3390/educsci15121655 - 8 Dec 2025
Viewed by 454
Abstract
The increasing use of Virtual Reality in education has demonstrated its potential to enhance student engagement and skill development. This study investigates the design and implementation of a VR platform aimed at helping university students improve their oral presentation skills, while also evaluating [...] Read more.
The increasing use of Virtual Reality in education has demonstrated its potential to enhance student engagement and skill development. This study investigates the design and implementation of a VR platform aimed at helping university students improve their oral presentation skills, while also evaluating user satisfaction through structured surveys. A total of 40 university students from the Speech and Language Therapy program participated in this study, focusing on their interactions with a custom-built, realistic VR application inspired by the main auditorium of their university. The students faced various distraction scenarios that emulated real-life public speaking challenges. Cybersickness symptoms were continuously monitored throughout the sessions; no participants reported or exhibited symptoms requiring interruption of the VR exposure. The VR environment was constructed using Unity and featured adjustable audience sizes, ambient sound controls, and recording capabilities for presentations. The results demonstrated significant enhancements in oral presentation skills post-VR training. Participants exhibited significant improvements in speaking fluency and clarity of expression, as well as reduced anxiety, during the VR experience. Specifically, their fluency increased significantly, and their clarity ratings also improved substantially. Furthermore, behavioral indicators showed a marked decrease in anxiety levels. Participants reported that the immersive nature of the VR experience enhanced their enjoyment, contributing positively to the overall outcomes. The findings suggest that VR is an effective tool for enhancing oral presentation skills in university students, leading to improved confidence and performance in real-life situations. Full article
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21 pages, 866 KB  
Review
Using VR and BCI to Improve Communication Between a Cyber-Physical System and an Operator in the Industrial Internet of Things
by Adrianna Piszcz, Izabela Rojek, Nataša Náprstková and Dariusz Mikołajewski
Appl. Sci. 2025, 15(23), 12805; https://doi.org/10.3390/app152312805 - 3 Dec 2025
Viewed by 646
Abstract
The Industry 5.0 paradigm places humans and the environment at the center. New communication methods based on virtual reality (VR) and brain–computer interfaces (BCIs) can improve system–operator interaction in multimedia communications, providing immersive environments where operators can more intuitively manage complex systems. The [...] Read more.
The Industry 5.0 paradigm places humans and the environment at the center. New communication methods based on virtual reality (VR) and brain–computer interfaces (BCIs) can improve system–operator interaction in multimedia communications, providing immersive environments where operators can more intuitively manage complex systems. The study was conducted through a systematic literature review combined with bibliometric and thematic analyses to map the current landscape of VR-BCI communication frameworks in IIoT environments. The methodology employed included structured resource selection, comparative assessment of interaction modalities, and cross-domain synthesis to identify patterns, gaps, and emerging technology trends. Key challenges identified include reliable signal processing, real-time integration of neural data with immersive interfaces, and the scalability of VR-BCI solutions in industrial applications. The study concludes by outlining future research directions focused on hybrid multimodal interfaces, adaptive cognition-based automation, and standardized protocols for evaluating human–cyber-physical system communication. VR interfaces enable operators to visualize and interact with network data in 3D, improving their monitoring and troubleshooting in real time. By integrating BCI technology, operators can control systems using neural signals, reducing the need for physical input devices and streamlining operation (including touchless technology). BCI-based protocols enable touchless control, which can be particularly useful in situations where operators must multitask, bypassing traditional input methods such as keyboards or mice. VR environments can simulate network conditions, allowing operators to practice and refine their responses to potential problems in a controlled, safe environment. Combining VR with BCI allows for the creation of adaptive interfaces that respond to the operator’s cognitive load, adjusting the complexity of the displayed information based on real-time neural feedback. This integration can lead to more personalized and effective training programs for operators, enhancing their skills and decision-making. VR and BCI-based solutions also have the potential to reduce operator fatigue by enabling more natural and intuitive interaction with complex systems. The use of these advanced technologies in multimedia telecommunications can translate into more efficient, precise, and user-friendly system management, ultimately improving service quality. Full article
(This article belongs to the Special Issue Brain-Computer Interfaces: Development, Applications, and Challenges)
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21 pages, 2831 KB  
Article
The Psychological Effects of AI Learning Assistants in Immersive Virtual Reality Environments
by Avgoustos Tsinakos, Nikoletta Teazi and Styliani Tsinakou
Information 2025, 16(12), 1062; https://doi.org/10.3390/info16121062 - 3 Dec 2025
Viewed by 813
Abstract
Artificial Intelligence (AI) and Virtual Reality (VR) are increasingly integrated into education, yet their combined psychological effects remain underexplored. This paper investigates the potential benefits and risks of AI-powered learning assistants within immersive VR environments. The study builds on insights from a previous [...] Read more.
Artificial Intelligence (AI) and Virtual Reality (VR) are increasingly integrated into education, yet their combined psychological effects remain underexplored. This paper investigates the potential benefits and risks of AI-powered learning assistants within immersive VR environments. The study builds on insights from a previous pilot involving a virtual tour guide for Athens and proposes a case study with 52 high school students. In groups of three, students would use Oculus headsets with an AI assistant (pre-programmed and AI-generated modes), explore content for a week, and complete questionnaires on usability, trust, and psychological impact. The analysis is expected to support a balance of positive outcomes including greater engagement, motivation and autonomy but also negative ones such as over-reliance, diminished critical thinking, and social isolation. The paper also identifies key psychological dynamics, including the critical role of social influence and teacher-led adoption, and the nuanced nature of student trust in AI-generated information. Ethical implications, such as data privacy and the digital divide, are also discussed. The study concludes by proposing that AI-VR can enrich learning, especially in cultural contexts, but requires safeguards for trust, ethics, and accessibility, with further research on long-term effects, psychological impact and cross-cultural and linguistic nuances. Full article
(This article belongs to the Special Issue Intelligent Interaction in Cultural Heritage)
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13 pages, 620 KB  
Article
Exploring the Effects of Virtual Reality on Pain Relief and Physical Mobility in Spa-Based Treatment
by Alina Huseynli, Vojtěch Špet, Alena Lochmannová, Konstantin Novikov, Ladislav Špišák and Aleš Příhoda
J. Clin. Med. 2025, 14(23), 8510; https://doi.org/10.3390/jcm14238510 - 30 Nov 2025
Viewed by 462
Abstract
Objectives: The objective of this prospective, controlled observational study embedded in routine spa care was to evaluate the effectiveness of integrating immersive virtual reality (VR) into a three-week spa-based rehabilitation program to reduce pain and improve physical mobility in adults with chronic [...] Read more.
Objectives: The objective of this prospective, controlled observational study embedded in routine spa care was to evaluate the effectiveness of integrating immersive virtual reality (VR) into a three-week spa-based rehabilitation program to reduce pain and improve physical mobility in adults with chronic musculoskeletal or neurogenic disorders. Methods: In this study, fifty-five adults with chronic musculoskeletal or neurogenic disorders completed a three-week spa regimen combining natural therapies, physiotherapy and rehabilitation. Participants were allocated in a preference- and availability-based manner either to the VR-enhanced group (n = 37), which completed interactive 25 min VR sessions three times per week, or to the control group (n = 18) receiving standard care. Pain was assessed using a 100 mm Visual Analog Scale (VAS) and shoulder-related joint mobility by goniometry before and after the intervention. Wilcoxon signed-rank and Mann–Whitney U tests evaluated within- and between-group differences, with subgroup analyses according to disease duration (≤5 vs. >5 years). Results: Both groups achieved significant post-treatment reductions in VAS pain scores (p < 0.001). The VR group exhibited a greater median decrease in pain compared to controls (p = 0.048), with the largest effect among patients with disease duration ≤ 5 years (p = 0.024). Goniometric measurements demonstrated significant mobility improvements across all tested angles in the VR group (p < 0.001), while improvements in the control group were smaller. Conclusions: VR integrated into spa-based rehabilitation was associated with greater pain reduction and mobility gains than standard care. These preliminary, hypothesis-generating findings require confirmation in larger randomized trials with standardized protocols and long-term follow-up. Full article
(This article belongs to the Section Clinical Rehabilitation)
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24 pages, 2035 KB  
Article
Collaborative Immersive Virtual Environments in Geography Education on Climate Zones: A UX Case Study
by Martina Střechová, Michal Černý, Čeněk Šašinka, Zdeněk Stachoň, Alžběta Šašinková, František Holubec and Hana Švédová
ISPRS Int. J. Geo-Inf. 2025, 14(12), 455; https://doi.org/10.3390/ijgi14120455 - 22 Nov 2025
Viewed by 609
Abstract
This study examines students’ experiences with Biomes, a Collaborative Immersive Virtual Environment (CIVE) designed to teach climate zones through virtual reality. The research employed a combination of Research through Design (RtD) methodology and Interpretative Phenomenological Analysis (IPA) to explore how students view their [...] Read more.
This study examines students’ experiences with Biomes, a Collaborative Immersive Virtual Environment (CIVE) designed to teach climate zones through virtual reality. The research employed a combination of Research through Design (RtD) methodology and Interpretative Phenomenological Analysis (IPA) to explore how students view their CIVE experience and its perceived impact on learning. 16 students (aged 12–15) participated in structured lessons using Meta Quest 2 headsets, followed by semi-structured focus groups. The analysis yielded three overarching themes: challenges with object manipulation, perceived benefits, and desired additional functionalities. While participants encountered challenges with precise thumbnail placement and grip distance control, they reported high levels of enjoyment, appropriate difficulty levels, and notable knowledge acquisition. The immersive nature of the virtual environment created authentic experiences that traditional classrooms cannot replicate, although perceptions varied by age group, with younger students showing greater enthusiasm. The findings demonstrate that despite technical challenges, CIVEs have the potential to facilitate engaging educational experiences. It is imperative to integrate advanced interaction techniques, incorporate age-specific design elements, and strike a balance between technological innovation and pedagogical efficacy to optimise educational outcomes in virtual reality learning environments, thereby enhancing the effectiveness of future developments in this domain. Full article
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29 pages, 5276 KB  
Article
Smartphone-Based Virtual Reality in Residential Architecture: Enhancing Spatial Understanding Through Immersive BIM + VR Visualization
by Rafał Stabryła and Magdalena Grudzińska
Sustainability 2025, 17(22), 9959; https://doi.org/10.3390/su17229959 - 7 Nov 2025
Viewed by 983
Abstract
The integration of smartphone-powered Virtual Reality (VR) into architectural practice is transforming how unbuilt spaces are perceived. The presented study is based on ten single-family house projects in which immersive visualization was introduced through mobile VR headsets connected to Building Information Modeling (BIM). [...] Read more.
The integration of smartphone-powered Virtual Reality (VR) into architectural practice is transforming how unbuilt spaces are perceived. The presented study is based on ten single-family house projects in which immersive visualization was introduced through mobile VR headsets connected to Building Information Modeling (BIM). It should be treated as a pilot study, preceding further comprehensive research on the subject. A total of 23 participants (investors and future users of the buildings at the same time) were actively involved in the design process supported by VR technology. Field of view adjustment was implemented within the BIM + VR model to align the virtual perception with the natural human visual range, improving the realism of the experience. Preliminary findings indicated that VR walkthroughs enhanced the future users’ understanding of spatial arrangements and supported informed decision-making. Over 80% of participants reported that it helped them better assess room sizes, placement of windows and doors, and furniture layout. This improved communication between investors and designers, and reduced the number of revisions required at further design stages. The use of VR to merge architecture with interior design enabled a human-scale perspective, cost optimization, and the exploitation of BIM + VR visualization potential for sustainable residential design. Full article
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22 pages, 1020 KB  
Article
Spherical Fuzzy CRITIC–ARAS Framework for Evaluating Flow Experience in Metaverse Fashion Retail
by Adnan Veysel Ertemel, Nurdan Tümbek Tekeoğlu and Ayşe Karayılan
Processes 2025, 13(11), 3578; https://doi.org/10.3390/pr13113578 - 6 Nov 2025
Viewed by 516
Abstract
The Metaverse—an evolving convergence of virtual and physical realities—has emerged as a transformative platform, particularly within the fashion and retail industries. Its immersive nature aligns closely with the principles of flow theory, which describes the optimal psychological state of deep engagement and enjoyment. [...] Read more.
The Metaverse—an evolving convergence of virtual and physical realities—has emerged as a transformative platform, particularly within the fashion and retail industries. Its immersive nature aligns closely with the principles of flow theory, which describes the optimal psychological state of deep engagement and enjoyment. This study investigates the dynamics of fashion retail shopping in the Metaverse through a novel multi-criteria decision-making (MCDM) framework. Specifically, it integrates the CRITIC and ARAS methods within a spherical fuzzy environment to address decision-making under uncertainty. Flow theory is employed as the theoretical lens, with its dimensions serving as evaluation criteria. By incorporating spherical fuzzy sets, the model accommodates expert uncertainty more effectively. The findings provide empirical insights into the relative importance of flow constructs in shaping immersive consumer experiences in Metaverse-based retail environments. This study offers both theoretical contributions to the literature on digital consumer behavior and practical implications for fashion brands navigating immersive virtual ecosystems. Sensitivity analyses and comparative validation further demonstrate the robustness of the proposed framework. Full article
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26 pages, 928 KB  
Systematic Review
Applications of Virtual Reality to Support Social Communication in Individuals with Autism: A Systematic Review of Immersive Interventions
by Ryan O. Kellems, Cade T. Charlton, Megan B. Jensen, Emalise J. Dangerfield, Kendall M. Roberts and Aaron M. Temple
Information 2025, 16(11), 941; https://doi.org/10.3390/info16110941 - 29 Oct 2025
Cited by 1 | Viewed by 2316
Abstract
Virtual reality (VR) has emerged as a promising tool to support social communication in individuals with autism spectrum disorder (ASD). This study presents a systematic review of 28 empirical studies sourced from ERIC, APA PsycInfo, and Scopus. Articles in English published between 2014 [...] Read more.
Virtual reality (VR) has emerged as a promising tool to support social communication in individuals with autism spectrum disorder (ASD). This study presents a systematic review of 28 empirical studies sourced from ERIC, APA PsycInfo, and Scopus. Articles in English published between 2014 and 2015 were included, with the last search being 10 June 2025, that implemented immersive VR interventions for children, adolescents, and young adults with ASD. Following PRISMA guidelines, we analyzed participant characteristics, intervention features, research designs, and reported outcomes with 91.6% IOA. An analysis of the risk of bias was performed using the RoB 2 framework for randomized trials and ROBINS-I for non-randomized studies. Results from the two assessments showed low to significant bias. However, due to the relative novelty of this field of study, all data was deemed valuable and was therefore included in this review. Results show that immersive VR interventions are generally effective in improving skills such as eye contact, emotion recognition, empathy, and conversational abilities, while also being engaging and well accepted by participants. Nevertheless, most studies were limited by small sample sizes, lack of control groups, and scarce evidence for long-term maintenance or real-world generalization. The findings underscore the potential of immersive VR as an innovative and scalable approach for enhancing social communication in ASD, while highlighting the need for more rigorous and longitudinal research. No funding was obtained for this systematic review. No protocol registration was carried out for this review as it was unfunded and exploratory in nature. Full article
(This article belongs to the Special Issue Computer and Multimedia Technology)
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36 pages, 2468 KB  
Systematic Review
Virtual Reality Application in Evaluating the Soundscape in Urban Environment: A Systematic Review
by Özlem Gök Tokgöz, Margret Sibylle Engel, Cherif Othmani and M. Ercan Altinsoy
Acoustics 2025, 7(4), 68; https://doi.org/10.3390/acoustics7040068 - 17 Oct 2025
Viewed by 2216
Abstract
Urban soundscapes are complex due to the interaction of different sound sources and the influence of structures on sound propagation. Moreover, the dynamic nature of sounds over time and space adds to this complexity. Virtual reality (VR) has emerged as a powerful tool [...] Read more.
Urban soundscapes are complex due to the interaction of different sound sources and the influence of structures on sound propagation. Moreover, the dynamic nature of sounds over time and space adds to this complexity. Virtual reality (VR) has emerged as a powerful tool to simulate acoustic and visual environments, offering users an immersive sense of presence in controlled settings. This technology facilitates more accurate and predictive assessment of urban environments. It serves as a flexible tool for exploring, analyzing, and interpreting them under repeatable conditions. This study presents a systematic literature review focusing on research that integrates VR technology for the audiovisual reconstruction of urban environments. This topic remains relatively underrepresented in the existing literature. A total of 69 peer-reviewed studies were analyzed in this systematic review. The studies were classified according to research goals, selected urban environments, VR technologies used, technical equipment, and experimental setups. In this study, the relationship between the tools used in urban VR representations is examined, and experimental setups are discussed from both technical and perceptual perspectives. This paper highlights existing challenges and opportunities in using VR to assess soundscapes and offers practical insights for future applications of VR in urban environments. Full article
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14 pages, 5156 KB  
Article
Detection of EEG Activity in Response to the Surrounding Environment: A Neuro-Architecture Study
by Jesús S. García-Salinas, Anna Wróblewska and Michal T. Kucewicz
Brain Sci. 2025, 15(10), 1103; https://doi.org/10.3390/brainsci15101103 - 14 Oct 2025
Viewed by 2421
Abstract
Background: The external environment continuously shapes human perception, often without conscious awareness. This influence can be objectively studied using non-invasive recordings of brain activity in controlled virtual reality (VR) settings. We hypothesized that brief presentations of natural features would elicit distinct neural [...] Read more.
Background: The external environment continuously shapes human perception, often without conscious awareness. This influence can be objectively studied using non-invasive recordings of brain activity in controlled virtual reality (VR) settings. We hypothesized that brief presentations of natural features would elicit distinct neural oscillatory patterns detectable through changes in the spectral power of resting-state electroencephalogram (EEG) activity in specific brain regions. Methods: To test this, participants passively viewed three minimalist VR environments—with and without biophilic elements—while their EEG was recorded. Results: Our results revealed consistent changes in spectral power, particularly suppression in the alpha band and an increase in the theta band in the occipital cortex. Conclusions: These findings support the use of resting-state EEGs in immersive VR as a promising and objective method for evaluating how specific design elements influence neural activity, offering valuable insights into the field of neuro-architecture. Full article
(This article belongs to the Section Neurotechnology and Neuroimaging)
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