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Virtual Reality Technology and Applications

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 (10 February 2023) | Viewed by 48909

Special Issue Editors


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Guest Editor
Professional University of Information and Management for Innovation (iUniversity), Tokyo, Japan
Interests: mixed reality; multisensory telepresence; sensors; pervasive computing
Special Issues, Collections and Topics in MDPI journals

E-Mail Website1 Website2
Guest Editor
1. Woxsen University, Hyderabad 502345, India
2. Design Department, Berlin University of Arts, Berlin, Germany
3. Professional University of Information and Management for Innovation (iUniversity), Tokyo, Japan
Interests: neuroscience; multisensory; brand experience; digital media; mixed reality; artificial intelligence; robotic

E-Mail Website
Assistant Guest Editor
PARIS Graduate School, Paris, France
Interests: integrated world of sustainable; development goals; education; entrepreneurship; people andproject management

Special Issue Information

Dear Colleagues,

Virtual reality technology is a kind of computer simulation system that can create and experience virtual worlds. Nowadays, virtual reality (VR) technology and its related applications have developed rapidly, and are widely used in advanced systems (smart cities, unmanned systems, and intelligent transportation, medical systems).

In this Special Issue on “Virtual Reality Technology and Applications”, we invite authors to submit original research articles, reviews, and viewpoint articles related to recent advanced systems at all levels of the applications and technologies of virtual reality. We are open to papers addressing a broad range of topics, from foundational topics regarding theoretical issues of virtual reality to novel algorithms and advanced as well as technological systems for interesting applications. Topics of interest for this Special Issue include, but are not limited to, the following:

  • The application of virtual reality to different areas, such as unmanned systems, health, industry (Industry 4.0), new buildings, emergency responses, engineering, advertising, AR/VR e-learning, clinical medicine, psychotherapy etc.;
  • Authoring tools for simulating in VR methods for improving user experiences in immersive advanced system environments;
  • Significative advances in and the optimization of 3D modeling pipelines for AR/VR visualization, accessible and inclusive GUIs, and interactive 3D models;
  • Advances in game engines (Unity 3D, Unreal Engine, Amazon Lumberyard, AppGameKit VR, CryEngine, and Godot);
  • Immersive virtual reality devices (digital gloves, motion trackers, body trackers, and HMDs);
  • The generation of datasets required to train machine and deep learning algorithms for advanced systems in VR;
  • Results from experiments, pilot studies, and comparisons using VR in the field of advanced systems.

Prof. Dr. Adrian David Cheok
Dr. Thomas Heinrich Musiolik
Dr. Sharif Uddin Ahmed Rana
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.

Keywords

  • virtual augmented and mixed reality
  • virtual reality systems
  • virtual reality tools and toolkits
  • molecular virtual reality techniques
  • simulation platforms
  • smart advanced infrastructures
  • human–computer interaction

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Published Papers (14 papers)

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Editorial

Jump to: Research, Review

1 pages, 153 KiB  
Editorial
Exploring the Extension of Virtual Reality beyond the Five Senses: A Study on Human Aura Detection
by Adrian David Cheok and George Karolyi
Appl. Sci. 2023, 13(18), 10460; https://doi.org/10.3390/app131810460 - 19 Sep 2023
Viewed by 1324
Abstract
The realm of virtual reality, primarily dominated by visual experiences, stands at the cusp of a paradigm shift [...] Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)

Research

Jump to: Editorial, Review

12 pages, 2909 KiB  
Article
Improving Postural Ergonomics during Human–Robot Collaboration Using Particle Swarm Optimization: A Study in Virtual Environment
by Mohsen Omidi, Greet Van de Perre, Roshan Kumar Hota, Hoang-Long Cao, Jelle Saldien, Bram Vanderborght and Ilias El Makrini
Appl. Sci. 2023, 13(9), 5385; https://doi.org/10.3390/app13095385 - 26 Apr 2023
Cited by 3 | Viewed by 3242
Abstract
Musculoskeletal disorders caused by poor work posture are a serious concern in the industry since they lead to absenteeism and medical leave from work. In the context of human–robot collaboration, this issue can be mitigated if collaborative robots support human workers to perform [...] Read more.
Musculoskeletal disorders caused by poor work posture are a serious concern in the industry since they lead to absenteeism and medical leave from work. In the context of human–robot collaboration, this issue can be mitigated if collaborative robots support human workers to perform their tasks more ergonomically. In this work, we propose a method to optimize human posture during human–robot collaboration using the Particle Swarm Optimization (PSO) algorithm. Our approach involves assigning an appropriate location to the robot’s end-effector to minimize the distance between the optimized posture of the human and their current posture in the working space. To measure human posture, we use the Rapid Entire Body Assessment score (REBA) calculated from body joint angles captured by a Kinect camera. To validate the effectiveness of our proposed method, we conducted a user study with 20 participants in a virtual reality environment. The PSO algorithm could position the robot end-effector to the optimal position close to real time. Our results showed that our method could improve ergonomics by 66%, indicating its potential for use in human–robot collaborative applications. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
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20 pages, 9847 KiB  
Article
Immersive Virtual-Reality System for Aircraft Maintenance Education: A Case Study
by Águeda Gómez-Cambronero, Ignacio Miralles, Anna Tonda and Inmaculada Remolar
Appl. Sci. 2023, 13(8), 5043; https://doi.org/10.3390/app13085043 - 18 Apr 2023
Cited by 7 | Viewed by 4227
Abstract
Aircraft maintenance is a highly relevant procedure in many industries, yet obtaining qualified personnel to carry it out is a difficult task. Training in such techniques is complex and requires access to facilities and materials that are not readily available. Virtual reality can [...] Read more.
Aircraft maintenance is a highly relevant procedure in many industries, yet obtaining qualified personnel to carry it out is a difficult task. Training in such techniques is complex and requires access to facilities and materials that are not readily available. Virtual reality can be a tool to improve this situation. This paper presents the whole process of design, development, and evaluation of a virtual environment that allows users to perform some of the main tasks required in aircraft maintenance after landing or for take-off. By following a user-centered design methodology and the Octalysis framework to apply motivation and engagement techniques, a gamified virtual environment was developed that allows the user to practice specific aircraft maintenance techniques. The environment was tested by users of different profiles who answered questionnaires to evaluate the perceived gamification, usability, and the feeling of sickness from the experience. The analysis of the data corroborates the good performance of the VR environment in these fields. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
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16 pages, 5422 KiB  
Article
An Intelligent Tool Based on Fuzzy Logic and a 3D Virtual Learning Environment for Disabled Student Academic Performance Assessment
by Abir Osman Elfakki, Souhir Sghaier and Abdullah Alhumaidi Alotaibi
Appl. Sci. 2023, 13(8), 4865; https://doi.org/10.3390/app13084865 - 12 Apr 2023
Cited by 3 | Viewed by 2010
Abstract
In a virtual learning environment, it is important to be able to correctly assess students to help them receive the best possible education. This can have a big impact on the way disabled students learn and their goals for gaining a high level [...] Read more.
In a virtual learning environment, it is important to be able to correctly assess students to help them receive the best possible education. This can have a big impact on the way disabled students learn and their goals for gaining a high level of qualification. This paper investigated different fuzzy logic-based techniques for student academic evaluations in a 3D virtual learning environment (VLE). Some of the techniques were found to be especially helpful for disabled students, and the paper also described the development and design of evaluation systems that take this into account. The study used fuzzy logic to study how well disabled students are doing in their classes over a whole year. This fuzzy logic was developed using MATLAB software, which uses features extracted from student evaluations. Disabled students’ characteristics (such as experience and understanding, problem-solving skills, etc.) have been measured and combined with a 3D virtual learning environment built using open-source software, Moodle, and Sloodle. This way, disabled students can interact with their courses inside a 3D VLE using Sloodle. According to the findings, which were based on 20 disabled students, fuzzy logic technology used in 3D Virtual Learning Environments (VLEs) produces different results than traditional assessments. The difference between the two is about 3.9 points on average. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
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25 pages, 11194 KiB  
Article
Impact of VR Application in an Academic Context
by Stefania-Larisa Predescu (Burciu), Simona Iuliana Caramihai and Mihnea-Alexandru Moisescu
Appl. Sci. 2023, 13(8), 4748; https://doi.org/10.3390/app13084748 - 10 Apr 2023
Cited by 8 | Viewed by 4955
Abstract
Traditional learning has faced major changes due to the COVID-19 pandemic, highlighting the necessity for innovative education methods. Virtual reality (VR) technology has the potential to change teaching and learning paradigms by providing a gamified, immersive, and engaging education. The purpose of this [...] Read more.
Traditional learning has faced major changes due to the COVID-19 pandemic, highlighting the necessity for innovative education methods. Virtual reality (VR) technology has the potential to change teaching and learning paradigms by providing a gamified, immersive, and engaging education. The purpose of this study is to evaluate the impact of virtual reality in academic context by using a VR software instrument (called EduAssistant). The system’s features such as virtual amphitheater, search by voice recognition, whiteboard, and a video conference system have fostered a sense of connection and community interaction. The study involved 117 students for VR experience, out of which 97 watched a pre-recorded video and 20 students used the VR headset, and an additional 20 students for traditional learning. The students who used the VR headset achieved a significantly higher mean quiz score of 8.31 compared to 7.55 for the traditional learning group with a two-tailed p-value of 0.0468. Over 80% of the total number of participants were satisfied (4 or 5 out of 5) with the experience and the confidence level when searching through voice recognition was over 90%. The study demonstrates that virtual reality is an excellent approach for changing conventional education. The research results, based on samples, simulations, and surveys, revealed a positive impact of VR and its gamification methods on the students’ cognitive performance, engagement, and learning experience. Immersion provided by a virtual assistant tool helped to promote active and deep learning. Experiments based on EduAssistant features suggest that virtual reality is also an effective strategy for future research related to students with disabilities. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
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20 pages, 2749 KiB  
Article
The Influence of Disclosing the AI Potential Error to the User on the Efficiency of User–AI Collaboration
by Olga Lukashova-Sanz, Martin Dechant and Siegfried Wahl
Appl. Sci. 2023, 13(6), 3572; https://doi.org/10.3390/app13063572 - 10 Mar 2023
Cited by 3 | Viewed by 2017
Abstract
User–AI collaboration is an increasingly common paradigm in assistive technologies. However, designers of such systems do not know whether communicating the AI’s accuracy is beneficial. Disclosing the accuracy could lead to more informed decision making or reduced trust in the AI. In the [...] Read more.
User–AI collaboration is an increasingly common paradigm in assistive technologies. However, designers of such systems do not know whether communicating the AI’s accuracy is beneficial. Disclosing the accuracy could lead to more informed decision making or reduced trust in the AI. In the context of assistive technologies, understanding how design decisions affect User–AI collaboration is critical because less efficient User–AI collaboration may drastically lower the quality of life. To address this knowledge gap, we conducted a VR study in which a simulated AI predicted the user’s intended action in a selection task. Fifteen participants had to either intervene or delegate the decision to the AI. We compared participants’ behaviors with and without the disclosure of details on the AI’s accuracy prior to the system’s deployment while also varying the risk level in terms of decision consequences. The results showed that communicating potential errors shortened the decision-making time and allowed the users to develop a more efficient strategy for intervening in the decision. This work enables more effective designs of the interfaces for assistive technologies using AI. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
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17 pages, 2964 KiB  
Article
Augmented and Virtual Reality to Enhance the Didactical Experience of Technological Heritage Museums
by Carmen Bachiller, Jose M. Monzo and Beatriz Rey
Appl. Sci. 2023, 13(6), 3539; https://doi.org/10.3390/app13063539 - 10 Mar 2023
Cited by 19 | Viewed by 5984
Abstract
The way that the new generations approach cultural contents changed dramatically. The audiovisual language substituted traditional media. Museums face now an important challenge to survive as cultural referents in this new paradigm: the introduction of new audiovisual languages in their exhibitions and the [...] Read more.
The way that the new generations approach cultural contents changed dramatically. The audiovisual language substituted traditional media. Museums face now an important challenge to survive as cultural referents in this new paradigm: the introduction of new audiovisual languages in their exhibitions and the provision of attractive online content. The work presents a case study of the use of augmented reality and virtual reality (AR/VR) in a technological heritage museum, with a double approach: on the one hand the development of AR to enhance the real visit to the museum; and on the other, the provision of VR to ease online visits to the museum for those that do not want to or cannot visit it. The results show that young visitors massively appreciate the use of these technologies. Using AR contents also contributes to the preservation of the original artifacts without damage. Furthermore, multimedia content provides some contextual information, improving the learning experience. Regarding the VR application, it is thought as a complement to the AR experience. It was developed as a virtual reproduction of the museum visit that can be experienced from any location, thus contributing to a higher diffusion of the museum contents. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
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14 pages, 7229 KiB  
Article
User Experience of a Digital Fashion Show: Exploring the Effectiveness of Interactivity in Virtual Reality
by Duck-Ki Ahn, Byung-Chull Bae and Yejin Kim
Appl. Sci. 2023, 13(4), 2558; https://doi.org/10.3390/app13042558 - 16 Feb 2023
Cited by 5 | Viewed by 4132
Abstract
A virtual reality (VR) environment is different from the generally produced video-based experience, as it creates an interactive user experience (UX) by allowing the users to respond to operations or commands using various input devices. In particular, as existing analog-type fashion shows that [...] Read more.
A virtual reality (VR) environment is different from the generally produced video-based experience, as it creates an interactive user experience (UX) by allowing the users to respond to operations or commands using various input devices. In particular, as existing analog-type fashion shows that have limitations in space and time have evolved into digital fashion shows that include interaction, the importance of the naturalness of interaction and visual expression is being emphasized in UX research. However, study cases that maximize user immersion through the interaction of visual changes in the stage and clothes of a digital fashion show are scarce. As such, this study introduces an interactive VR fashion show to analyze the impact of interaction on the UX in a VR environment. In the design of the interactive VR fashion show, various interaction elements that affect the UX are selected and the scope of UX application is suggested. In addition, by utilizing a commercial game engine, the production process necessary to simulate an existing fashion show is shown step-by-step. The user test in this study is examined in-depth by dividing the evaluation of the user into a two-step survey, and the results are objectively verified through a statistical analysis. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
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17 pages, 17746 KiB  
Article
Comparison of a VR Stylus with a Controller, Hand Tracking, and a Mouse for Object Manipulation and Medical Marking Tasks in Virtual Reality
by Hanna-Riikka Rantamaa, Jari Kangas, Sriram Kishore Kumar, Helena Mehtonen, Jorma Järnstedt and Roope Raisamo
Appl. Sci. 2023, 13(4), 2251; https://doi.org/10.3390/app13042251 - 9 Feb 2023
Cited by 14 | Viewed by 3049
Abstract
In medical surgery planning, virtual reality (VR) provides a working environment, where 3D images of the operation area can be utilized. VR allows 3D imaging data to be viewed in a more realistic 3D environment, reducing perceptual problems and increasing spatial understanding. In [...] Read more.
In medical surgery planning, virtual reality (VR) provides a working environment, where 3D images of the operation area can be utilized. VR allows 3D imaging data to be viewed in a more realistic 3D environment, reducing perceptual problems and increasing spatial understanding. In the present experiment, we compared a mouse, hand tracking, and a combination of a VR stylus and a grab-enabled VR controller as interaction methods in VR. The purpose was to investigate the suitability of the methods in VR for object manipulation and marking tasks in medical surgery planning. The tasks required interaction with 3D objects and high accuracy in the creation of landmarks. The combination of stylus and controller was the most preferred interaction method. According to subjective results, it was considered as the most appropriate because it allows the manipulation of objects in a way that is similar to the use of bare hands. In the objective results, the mouse interaction method was the most accurate. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
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11 pages, 19327 KiB  
Article
Facial Affect Recognition in Depression Using Human Avatars
by Marta Monferrer, Arturo S. García, Jorge J. Ricarte, María J. Montes, Patricia Fernández-Sotos and Antonio Fernández-Caballero
Appl. Sci. 2023, 13(3), 1609; https://doi.org/10.3390/app13031609 - 27 Jan 2023
Cited by 5 | Viewed by 2729
Abstract
This research assesses facial emotion recognition in depressed patients using a novel dynamic virtual face (DVF) collection. The participant sample comprised 54 stable depressed patients against 54 healthy controls. The experiment entailed a non-immersive virtual reality task of recognizing emotions with DVFs representing [...] Read more.
This research assesses facial emotion recognition in depressed patients using a novel dynamic virtual face (DVF) collection. The participant sample comprised 54 stable depressed patients against 54 healthy controls. The experiment entailed a non-immersive virtual reality task of recognizing emotions with DVFs representing the six basic emotions. Depressed patients exhibited a deficit in facial affect recognition in comparison to healthy controls. The average recognition score for healthy controls was 88.19%, while the score was 75.17% for the depression group. Gender and educational level showed no influence on the recognition rates in depressed patients. As for age, the worst results were found in older patients as compared to other cohorts. The average recognition rate for the younger group was 84.18%, 78.63% for the middle-aged group, and 61.97% for the older group, with average reaction times of 4.00 s, 4.07 s, and 6.04 s, respectively. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
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12 pages, 3037 KiB  
Article
A Mobile Gait Training System Providing an Active Interaction
by Ro-Bin Lee, Young Seung Lee, Hyosun Kweon, Hyun Kyung Kim and Yoon Sang Kim
Appl. Sci. 2023, 13(1), 580; https://doi.org/10.3390/app13010580 - 31 Dec 2022
Cited by 1 | Viewed by 1764
Abstract
In this paper, we propose an interactive mobile gait training system that allows trainees to interact actively with its content (the gait training content). The proposed system is a new type of gait training one combining a mobile robot with virtual reality (contents). [...] Read more.
In this paper, we propose an interactive mobile gait training system that allows trainees to interact actively with its content (the gait training content). The proposed system is a new type of gait training one combining a mobile robot with virtual reality (contents). It is a mobile system that projects virtual contents (for example, virtual footprints) for gait training on the actual ground (or floor). The performance and effectiveness of the proposed system were examined through a trainee’s foot recognition test and usability evaluation. The test results confirmed that the proposed system showed an average recognition ratio of more than 97%, meaning that the system could accurately recognize the trainee’s foot. In addition, as a result of usability evaluation, the overall satisfaction was 86%, confirming that the proposed system is effective. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
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19 pages, 3449 KiB  
Article
User Experience of Virtual-Reality Interactive Interfaces: A Comparison between Hand Gesture Recognition and Joystick Control for XRSPACE MANOVA
by Shih-Ching Yeh, Eric Hsiao-Kuang Wu, Ying-Ru Lee, R. Vaitheeshwari and Chen-Wei Chang
Appl. Sci. 2022, 12(23), 12230; https://doi.org/10.3390/app122312230 - 29 Nov 2022
Cited by 5 | Viewed by 2449
Abstract
This research intends to understand whether users would adopt the interactive interface of hand gesture recognition for XRSPACE MANOVA in the virtual-reality environment. Different from the traditional joystick control and external sensors, XRSPACE MANOVA’s hand gesture recognition relies on cameras built into the [...] Read more.
This research intends to understand whether users would adopt the interactive interface of hand gesture recognition for XRSPACE MANOVA in the virtual-reality environment. Different from the traditional joystick control and external sensors, XRSPACE MANOVA’s hand gesture recognition relies on cameras built into the head-mount display to detect users’ hand gestures and interact with the system to provide a more life-like immersive experience. To better understand if users would accept this hand gesture recognition, the current experiment compares users’ experiences with hand gesture recognition and joystick control for XRSPACE MANOVA while controlling for the effects of gender, college major, and the completion time. The results suggest that users of hand gesture recognition have better perceptions of enjoyment, satisfaction, and confirmation, which means that they have a relatively fun and satisfying experience and that their expectations of the system/technology confirm their actual usage. Based on the parametric statistical analyses, user assessments show that perceived usefulness, perceived ease-of-use, attitude, and perception of internal control suggest that, in terms of operating performance, users are more accepting of the traditional joystick control. When considering the length of usage time, this study finds that, when hand gesture recognition is used for a relatively longer time, users’ subjective evaluations of internal control and behavioral intention to use are reduced. This study has, therefore, identified potential issues with hand gesture recognition for XRSPACE MANOVA and discussed how to improve this interactive interface. It is hoped that users of hand gesture recognition will obtain the same level of operating experience as if they were using the traditional joystick control. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
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Review

Jump to: Editorial, Research

21 pages, 1685 KiB  
Review
A Systematic Review on Virtual Reality Technology for Ancient Ceramic Restoration
by Yue Ming, Rosalam Che Me, Jue Kun Chen and Rahmita Wirza O. K. Rahmat
Appl. Sci. 2023, 13(15), 8991; https://doi.org/10.3390/app13158991 - 5 Aug 2023
Cited by 14 | Viewed by 2592
Abstract
The protection of intangible cultural heritage has received much attention, among which the “ancient ceramic restoration technique” was included in The National List of Intangible Cultural Heritage of China (the fourth batch) in 2014. In preserving and restoring ancient ceramics, virtual reality (VR) [...] Read more.
The protection of intangible cultural heritage has received much attention, among which the “ancient ceramic restoration technique” was included in The National List of Intangible Cultural Heritage of China (the fourth batch) in 2014. In preserving and restoring ancient ceramics, virtual reality (VR) technology has been widely applied, as it provides a new way to showcase the appearance and structure of ancient ceramics in a VR environment. This paper provides a systematic review of the application of VR reality technology in the conservation and restoration of ancient ceramics. The methodology comprises four steps: research problem formulation, literature search, study selection and data extraction. A total of 30 articles out of 1479 peer-reviewed database articles from six databases (Web of Science, SpringerLink, IEEE Xplore, Scopus, CNKI, Google Scholar) were extracted and screened, which covers the application of VR technology or VR-based devices in ceramic conservation. It has been found that the existing VR application on ceramic restoration is hardly systematic or user-oriented. Thus, we develop a VR-based Platform on ceramic restoration utilized with Unity and 3DS Max, ensuring authenticity, minimal intervention, and promising reversible repair within the VR environment. The findings show that VR technology applied to ancient ceramic restoration has contributed to the learning efficiency and learning willingness of users. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
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10 pages, 599 KiB  
Review
Effectiveness of Virtual Reality Goggles as Distraction for Children in Dental Care—A Narrative Review
by Alessandra Constantini Leopardi, Alberto Adanero Velasco, Miguel Espí Mayor and Monica Miegimolle Herrero
Appl. Sci. 2023, 13(3), 1307; https://doi.org/10.3390/app13031307 - 18 Jan 2023
Cited by 4 | Viewed by 2930
Abstract
Introduction: One of the main challenges in pediatric dentistry is to provide a favorable experience to the patient, and the success of the treatment depends on this to a large extent. For this reason, multiple methods have arisen, among which are virtual reality [...] Read more.
Introduction: One of the main challenges in pediatric dentistry is to provide a favorable experience to the patient, and the success of the treatment depends on this to a large extent. For this reason, multiple methods have arisen, among which are virtual reality glasses, that try to facilitate the management of behavior in the dental office by reducing the dental anxiety of patients. Objectives: The effectiveness of the use of virtual reality glasses as a distraction in pediatric dentistry was studied. In addition, a bibliographic review was performed to determine whether the use of virtual reality reduces anxiety and improves the behavior of children during their dental consultations and dental treatments. Methodology: To obtain the information, we performed a bibliographic review using electronic bibliographic sources from scientific databases, high-impact journals and specialized search engines. Results and Discussion: It is relatively easy to obtain information on the level of dental anxiety of the child patient by means of different scales and the use of a digital pulse oximeter, which helps us to know the effectiveness of the use of virtual reality glasses at the time of the dental procedure. The greatest controversy is found in cases in which it is not possible to adjust them because of the age and size of the child or because of the personal use of glasses. Conclusions: There are multiple studies that confirm the effectiveness of the use of virtual reality glasses as a distraction in pediatric dentistry, and these studies support the effectiveness of virtual reality glasses in reducing dental anxiety and improving the behavior of patients during their consultations and dental treatments. Full article
(This article belongs to the Special Issue Virtual Reality Technology and Applications)
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