Extended or Mixed Reality (AR + VR): Technology and Applications (2nd Edition)

A special issue of Computers (ISSN 2073-431X).

Deadline for manuscript submissions: 31 December 2025 | Viewed by 635

Special Issue Editors


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Guest Editor
1. Engineering Department, School of Science and Technology, University of Trás-os-Montes e Alto Douro, 5000-801 Vila Real, Portugal
2. Institute for Systems and Computer Engineering, Technology and Science (INESC TEC), 4200-465 Porto, Portugal
Interests: computer graphics; HDR; virtual reality
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Institute for Systems and Computer Engineering, Technology and Science (INESC TEC), 4200-465 Porto, Portugal
Interests: 3D computer graphics; 3D modeling; virtual reality; visualization; computer games; game development; 3D reconstruction; photography; video editing; photogrammetry

Special Issue Information

Dear Colleagues,

Virtual reality (VR) and augmented reality (AR) technologies have been evolving at a fast pace, to the point where it is possible to create solutions that can be integrated seamlessly into real use cases. These solutions can be leveraged in a range of application areas, such as entertainment, education, medicine, and tourism. This Special Issue aims to explore the multifaceted dimensions of XR, MR, and VR to provide a comprehensive overview of the latest developments, challenges, and research directions in the field. Novel research articles, comprehensive reviews, and survey articles are all welcome.

The key topics covered include the following:

  • Advances in XR, MR, AR, and VR hardware and software technologies;
  • User experience, perception, and the cognitive aspects of XR, MR, AR, and VR, including multisensory stimulation;
  • Collaborative and social XR, MR, AR, and VR environments;
  • Interaction techniques in immersive experiences;
  • The industrial applications of XR, MR, AR, and VR.

Dr. Miguel Correia Melo
Dr. Guilherme Gonçalves
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Computers is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1800 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • virtual reality
  • mixed reality
  • augmented reality
  • serious games
  • multisensory immersive experiences

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Published Papers (1 paper)

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Research

25 pages, 3154 KiB  
Article
Utilizing Virtual Worlds for Training Professionals: The Case of Soft Skills Training of Smart City Engineers and Technicians
by Maria Rigou, Vasileios Gkamas, Isidoros Perikos, Konstantinos Kovas and Polyxeni Kontodiakou
Computers 2025, 14(6), 206; https://doi.org/10.3390/computers14060206 - 26 May 2025
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Abstract
The paper explores virtual worlds as an innovative training platform for upskilling and reskilling smart city professionals, comprising technicians and engineers. Focusing on developing soft skills, the study presents findings from the pilot of a virtual training which was part of a comprehensive [...] Read more.
The paper explores virtual worlds as an innovative training platform for upskilling and reskilling smart city professionals, comprising technicians and engineers. Focusing on developing soft skills, the study presents findings from the pilot of a virtual training which was part of a comprehensive tech skills program that also included transversal skills, namely soft, entrepreneurial and green skills. Moreover, the paper describes the methodological approach adapted for the design and the use of the soft skills’ virtual world during the online multi-user sessions, and depicts the technical infrastructure used for its implementation. The virtual world was assessed with a mixed-methods approach, combining a specially designed evaluation questionnaire completed by 27 trainees with semi-structured interviews conducted with instructors. Quantitative data were analyzed to assess satisfaction, perceived effectiveness, and the relationship between curriculum design, support, and instructional quality. Qualitative feedback provided complementary insights into learner experiences and implementation challenges. Findings indicate high levels of learner satisfaction, particularly regarding instructor expertise, curriculum organization, and overall engagement. Statistical analysis revealed strong correlations between course structure and perceived training quality, while prior familiarity with virtual environments showed no significant impact on outcomes. Participants appreciated the flexibility, interactivity, and team-based nature of the training, despite minor technical issues. This research demonstrates the viability of VWs for soft skills development in technical professions, highlighting their value as an inclusive, scalable, and experiential training solution. Its novelty lies in applying immersive technology specifically to smart city training, a field where such applications remain underexplored. The findings support the integration of virtual environments into professional development strategies and inform best practices for future implementations. Full article
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