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Cross Applications of Interactive System and Extended Reality

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Computing and Artificial Intelligence".

Deadline for manuscript submissions: closed (20 September 2024) | Viewed by 3425

Special Issue Editors


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Guest Editor
Computing and Numerical Analysis Department, University of Córdoba, 14014 Cordoba, Spain
Interests: virtual reality; augmented reality; artificial intelligence; computer vision; computer graphics; soft computing; technology for society and inclusion

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Guest Editor
Department of Economics, Engineering, Society and Business Organization, Tuscia University, Largo dell’Università Snc, 01100 Viterbo, VT, Italy
Interests: measurements; sensors; artificial intelligence; virtual reality; robotics; biomedical engineering
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Extended reality (XR) and interactive systems have revolutionized various industries, enabling immersive experiences across gaming, healthcare, education, and many other fields. These cross-applications also align with artificial intelligence (AI) and metrology. Interactive systems and VR collect crucial data on human activities, enhancing AI applications. Simultaneously, AI improves interactive systems and XR content, creating increasingly realistic simulations. Together, these technologies transform user engagement and simplify data collection processes, bridging the gap between AI and interactive experiences.

This Special Issue is devoted to publishing original research and high-quality review articles relevant to recent advances in cross applications of interactive system and extended reality. Potential topics covered by this Special Issue will include, but are not limited to, the following applications:

  • Gaming and entertainment.
  • Training, simulations, and education.
  • Architecture, urban planning, and virtual design.
  • Healthcare, rehabilitation, and therapy.
  • Engineering, manufacturing, and prototyping.
  • Marketing, advertising, and virtual showcases.
  • Collaboration and virtual meetings.
  • Inclusion and empathy through virtual reality.
  • Treatment of phobias and psychological issues.
  • Metrology and artificial intelligence for human behavior analysis.
  • Efficient data collection.
  • Improvement of XR and interactive systems software and hardware solutions.

Dr. Enrique Yeguas-Bolivar
Dr. Juri Taborri
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. Applied Sciences is an international peer-reviewed open access semimonthly 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 2400 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.

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Published Papers (2 papers)

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Research

26 pages, 3734 KiB  
Article
Which Are the Needs of People with Learning Disorders for Inclusive Museums? Design of OLOS®—An Innovative Audio-Visual Technology
by Michele Materazzini, Alessia Melis, Andrea Zingoni, Daniele Baldacci, Giuseppe Calabrò and Juri Taborri
Appl. Sci. 2024, 14(9), 3711; https://doi.org/10.3390/app14093711 - 26 Apr 2024
Viewed by 1168
Abstract
This paper proposes an innovative methodology for enhancing museum accessibility and inclusivity for visitors with specific learning disorders (SLDs) using audio-visual interfaces based on patented technology. The approach involves analyzing user preferences and dyslexic students’ self-assessments through two questionnaires. This study gathered 126 [...] Read more.
This paper proposes an innovative methodology for enhancing museum accessibility and inclusivity for visitors with specific learning disorders (SLDs) using audio-visual interfaces based on patented technology. The approach involves analyzing user preferences and dyslexic students’ self-assessments through two questionnaires. This study gathered 126 responses from both SLD-certified individuals and those without intellectual disabilities for the first questionnaire and over 1300 responses exclusively from SLD-certified individuals for the second. Results suggest practical solutions such as new visual effects, gamification methods, and user-friendly informational materials linked to an AI system. These findings serve as guidelines for developing technology to improve museum accessibility, particularly for individuals with SLDs. Full article
(This article belongs to the Special Issue Cross Applications of Interactive System and Extended Reality)
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16 pages, 6273 KiB  
Article
Manipulating Underfoot Tactile Perceptions of Flooring Materials in Augmented Virtuality
by Jack Topliss, Stephan Lukosch, Euan Coutts and Tham Piumsomboon
Appl. Sci. 2023, 13(24), 13106; https://doi.org/10.3390/app132413106 - 8 Dec 2023
Viewed by 1739
Abstract
Underfoot haptics, a largely unexplored area, offers rich tactile information close to that of hand-based interactions. Haptic feedback gives a sense of physicality to virtual environments, making for a more realistic and immersive experience. Augmented Virtuality offers the ability to render virtual materials [...] Read more.
Underfoot haptics, a largely unexplored area, offers rich tactile information close to that of hand-based interactions. Haptic feedback gives a sense of physicality to virtual environments, making for a more realistic and immersive experience. Augmented Virtuality offers the ability to render virtual materials on a physical object, or haptic proxy, without the user being aware of the object’s physical appearance while seeing their own body. In this research, we investigate how the visual appearance of physical objects can be altered virtually to impact the tactile perception of the object. An Augmented Virtuality system was developed to explore this, and two tactile perception experiments, consisting of 18 participants, were conducted. Specifically, we explore whether changing the visual appearance of materials affects a person’s underfoot tactile perception and which tactile perception is most affected by the change through a within-subjects experiment. Additionally, the study examines whether people are aware of changes in visual appearance when focused on other tasks through a between-subjects experiment. The study showed that a change in visual appearance significantly impacts the tactile perception of roughness. Matching visual appearance to physical materials was found to increase awareness of tactile perception. Full article
(This article belongs to the Special Issue Cross Applications of Interactive System and Extended Reality)
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