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Extended Reality: Models and Applications

Topic Information

Dear Colleagues,

Virtual Reality and Augmented Reality have enjoyed exponential growth during the last decade and with similar forecasts. VR is already a consumer technology with hundreds of millions of users and AR is closely following.

Under the umbrella term Extended Reality (including Mixed Reality as well), they are poised to become an essential part of computing and human society, encompassing all types of human–computer interactions and human–human computer-mediated interactions.

While over half a century old, until recently, they were restricted (due to costs and performance) only to a handful of application types. Their recent explosion in diversity and number of applications, similar only to that of generic software from the 1960s or the internet boom, surfaced a clearly insufficient lack of understanding—for both their fundamental inner concepts and workings (such as immersion, presence, perception, interaction modalities, etc.) and development as complex software systems.

Thus, this Topic aims to advance the state of the art in XR, through a focus on sound, well-designed models, experiments, and evaluation methods, covering a wide range of aspects: from core technologies and concepts, to design, user experience, application development, and interdisciplinary aspects.

We welcome submissions presenting original research concepts, experiments, and results, as well as high-quality, rigorous, and useful reviews, on a wide variety of topics. The audience for this Topic includes VR, AR, and MR researchers, developers, industry experts, and end users. Considering the recent growth of XR, we expect a widely multidisciplinary audience—many readers might be unfamiliar with the domain; thus, all papers are expected to be highly accessible in terms of structure, terminology, and gradual introduction of their advanced elements.

Prof. Dr. Moldoveanu Alin
Dr. Anca Morar
Dr. Robert Gabriel Lupu
Topic Editors

Keywords

  • extended reality (virtual reality, augmented reality, mixed reality)
  • models and methods for XR
  • XR applications (in medicine, education, industry, arts, entertainment, etc.)
  • immersion
  • 3D simulations, visualizations, modeling, animations, procedural generation
  • ergonomics and usability in XR
  • UX/UI in XR
  • advanced interactions in XR (body, hands, facial, and eye tracking, gestures, touch and tangibles, localization and tracking, biosensors, wearables, BCI, etc.)
  • locomotion and navigation in XR
  • acoustics in XR
  • haptics in XR
  • evaluation, metrics, and analytics for XR
  • embodiment, avatars, virtual humans, perception and cognition, transhumanism
  • XR related technologies and fields (games, communications, multi-user, AI, cloud, IoT, big data, security and privacy, blockchain, GPUs, software architectures, 360 videos, 3D scanning and reconstruction, user experience, collaborative work, etc.)
  • interdisciplinary aspects of XR (social, psychological, medical, ethical, legal, economical, human behaviour, etc.)

Participating Journals

Electronics
Open Access
26,176 Articles
Launched in 2012
2.6Impact Factor
6.1CiteScore
17 DaysMedian Time to First Decision
Q2Highest JCR Category Ranking
Information
Open Access
5,276 Articles
Launched in 2010
2.9Impact Factor
6.5CiteScore
19 DaysMedian Time to First Decision
Q2Highest JCR Category Ranking
Mathematics
Open Access
24,619 Articles
Launched in 2013
2.2Impact Factor
4.6CiteScore
18 DaysMedian Time to First Decision
Q1Highest JCR Category Ranking
Sensors
Open Access
73,492 Articles
Launched in 2001
3.5Impact Factor
8.2CiteScore
20 DaysMedian Time to First Decision
Q2Highest JCR Category Ranking

Published Papers