Advanced Virtual Reality Technologies and Their Applications

A special issue of Applied System Innovation (ISSN 2571-5577).

Deadline for manuscript submissions: closed (30 November 2023) | Viewed by 45407

Special Issue Editor


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Guest Editor
Department of Human and Social Science and Cultural Heritage (DSU), Institute of Sciences for Cultural Heritage (CNR ISPC), 00015 Rome, Italy
Interests: virtual museums; digital technologies for museums; virtual Reality, 3D modelling; virtual reconstruction; interaction design; storytelling; hybridization of media (virtual reality, theatrical and cinematographic language, augmented reality, video games, holography); soundscape
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Special Issue Information

Dear Colleagues,

The widespread emergence of mobile devices (smartphones, tablets, notebook computers, etc.) has significantly transformed our ways of living. With the significant recent advances in augmented and virtual reality (AR/VR) technology, VR web environments, a plethora of interactive applications (e.g., teleconferencing, 3D web communities, immersive VR environments) are possible in the field of cultural heritage and museum content communication. In addition, current events related to the pandemic have further enhanced remote connections, highlighting the importance of communication and content transmission for learning, research, and project purposes.

If in the past decade the Internet was principally based on multimedia browsing and structured contents, the new generation of the Web is self-organized and reticular, made by de-structured contents, based on co-creation processes. Additionally, cross-cultural and multidisciplinary communities are going to be more and more embodied in VR environments, and this embodiment can be greatly enhanced by immersive technologies (e.g., head-mounted displays that can be connected to the computer while exploring the VR environment on the Web). Can this continuously evolving universe of information and interaction possibilities really construct good communication aimed at cultural transmission and knowledge?  

Novel solutions in all elements of the end-to-end transmission chain are needed, starting from the availability of infrastructures and usability criteria (in terms of technologies and interfaces), up to the efficient design of digital content in terms of attractiveness, social inclusion, reliability, and educational efficiency. This problem emerges in different ways, both for remote and on-site experiences. In the remote context, when we are far away from the real cultural site, how can we create AR interactive experiences, even cooperating with other users in a multiuser domain? Which are the best solutions and communicative paradigms? Additionally, which are the best AR solutions when we are walking through the real site? In this second case, for instance during the visit of an archaeological area, one problem refers to the choice of the most efficient AR solution and technology, considering many aspects. In fact, tablets and similar “monitor on display” solutions cannot guarantee good visibility of digital contents in open air space; on the other hand, the use of more sophisticated immersive displays would guarantee an effective perceptive experience but are not compatible with the post-pandemic condition, as the interchange of devices among visitors is not recommended. Moreover, they impose upon the staff management responsibilities and strategies that can create problems in the medium to long term. 

Furthermore, some methods and technologies by which the perception of the user is currently assessed are not enough for truly immersive applications. This calls for novel methods to evaluate the perceived quality or quality of the experience (QoE).

The goal of this Special Issue is to invite high-quality, state-of-the-art research papers that deal with challenging issues on all aspects pertinent to 3D web communities, virtual and mixed reality, and which outline the state of the art in this exciting area of research.

Dr. Eva Pietroni
Guest Editor

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Keywords

  • virtual reality and mixed reality
  • cultural heritage and museums
  • immersive VR
  • 3D web communities
  • metaverse
  • new interactions and co-creation in VR and MR environments
  • new patterns of cultural transmission
  • technologies and their usability
  • social inclusion
  • accessibility
  • education
  • VR and MR in post pandemic

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Published Papers (8 papers)

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Research

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30 pages, 38306 KiB  
Article
E-Archeo Project: The 3D Reconstruction of the Roman Villae in Sirmione and Desenzano (Brescia, Italy)
by Patrizia Basso, Barbara Bianchi, Daniele Bursich, Nicola Delbarba, Alessandra Marinello and Fiammetta Soriano
Appl. Syst. Innov. 2023, 6(3), 59; https://doi.org/10.3390/asi6030059 - 8 Jun 2023
Viewed by 2847
Abstract
The e-Archeo project, commissioned from ALES S.p.A.by the Ministry of Culture (MIC), aims to valorise the multimedia experience of eight Italian archaeological sites. This paper discusses the University of Verona’s contribution to this project, which focuses on the virtual reconstruction of two Roman [...] Read more.
The e-Archeo project, commissioned from ALES S.p.A.by the Ministry of Culture (MIC), aims to valorise the multimedia experience of eight Italian archaeological sites. This paper discusses the University of Verona’s contribution to this project, which focuses on the virtual reconstruction of two Roman villas located in Sirmione and Desenzano (Lombardy). This paper outlines the 3D survey methodologies and scientific back-end approach using Extended Matrix. The architectural and decorative reconstruction process for each site is elucidated, providing a comprehensive understanding of the process followed. Furthermore, the University developed a narrative to accompany virtual visits. One of the main project outputs was e-Archeo 3d, a virtual reality web app that allows remote and on-site use. Full article
(This article belongs to the Special Issue Advanced Virtual Reality Technologies and Their Applications)
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33 pages, 9776 KiB  
Article
e-Archeo: A Pilot National Project to Valorize Italian Archaeological Parks through Digital and Virtual Reality Technologies
by Eva Pietroni, Sofia Menconero, Carolina Botti and Francesca Ghedini
Appl. Syst. Innov. 2023, 6(2), 38; https://doi.org/10.3390/asi6020038 - 9 Mar 2023
Cited by 4 | Viewed by 2933
Abstract
Commissioned to ALES spa by the Ministry of Culture (MiC), the e-Archeo project was born with the intention of enhancing and promoting knowledge of some Italian archaeological sites with a considerable narrative potential that has not yet been fully expressed. The main principle [...] Read more.
Commissioned to ALES spa by the Ministry of Culture (MiC), the e-Archeo project was born with the intention of enhancing and promoting knowledge of some Italian archaeological sites with a considerable narrative potential that has not yet been fully expressed. The main principle that guided the choice of the sites and the contents was of illustrating the various cultures and types of settlements present in the Italian territory. Eight sites were chosen, spread across the national territory from north to south, founded by Etruscans, Greeks, Phoenicians, natives and Romans. e-Archeo has developed multimedia, integrated and multi-channel solutions for various uses and types of audiences, adopting both scientific and narrative and emotional languages. Particular attention was paid to multimedia accessibility, technological sustainability and open science. The e-Archeo project was born from a strong synergy between public entities, research bodies and private industries thanks to the collaboration of MiC and ALES with the CNR ISPC, 10 Italian Universities, 12 Creative Industries and the Italian National Television (RAI). This exceptional and unusual condition made it possible to realise all the project’s high-quality contents and several outputs in only one and a half years. Full article
(This article belongs to the Special Issue Advanced Virtual Reality Technologies and Their Applications)
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25 pages, 18357 KiB  
Article
Augmented Reality Applications for Learning Geography in Primary Education
by Christina Volioti, Euclid Keramopoulos, Theodosios Sapounidis, Konstantinos Melisidis, Georgios Christoforos Kazlaris, George Rizikianos and Christos Kitras
Appl. Syst. Innov. 2022, 5(6), 111; https://doi.org/10.3390/asi5060111 - 1 Nov 2022
Cited by 14 | Viewed by 4917
Abstract
Augmented Reality is an emerging educational technology that has the potential to provide innovative methods of teaching and create engaging learning experiences. Augmented Reality applications implementing game-based design could enrich education by increasing motivation and engagement and enabling better learning outcomes. Similarly, Augmented [...] Read more.
Augmented Reality is an emerging educational technology that has the potential to provide innovative methods of teaching and create engaging learning experiences. Augmented Reality applications implementing game-based design could enrich education by increasing motivation and engagement and enabling better learning outcomes. Similarly, Augmented Reality, in the context of Geography, could enhance the learning process and the user experience through the visualization of the content and a better understanding of abstract concepts. Therefore, in this study, (a) three specially designed Augmented Reality applications are described for teaching Geography in the fifth and sixth grades, and (b) an extensive usability evaluation study is reported using the three applications. Teachers (N = 6) and pupils (N = 43) from the fifth and sixth grades, as well as computer science students (N = 43) participated to assess the usability of the proposed Augmented Reality apps. The results were positive since the proposed Augmented Reality apps provided high-level usability. Finally, they revealed that there was acceptance for the Augmented Reality technology by all participants and a willingness to be incorporated into the teaching process. Full article
(This article belongs to the Special Issue Advanced Virtual Reality Technologies and Their Applications)
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18 pages, 1669 KiB  
Article
The Use of Mixed, Augmented and Virtual Reality in History of Art Teaching: A Case Study
by Julio Cabero-Almenara, Carmen Llorente-Cejudo and Rosabel Martinez-Roig
Appl. Syst. Innov. 2022, 5(3), 44; https://doi.org/10.3390/asi5030044 - 20 Apr 2022
Cited by 29 | Viewed by 6151
Abstract
The incorporation of mixed, virtual, and augmented reality into the educational context takes place in this study through the development of a 3D object shaped by the artistic expressions of the Church of the Annunciation in Seville. In a study of an experimental [...] Read more.
The incorporation of mixed, virtual, and augmented reality into the educational context takes place in this study through the development of a 3D object shaped by the artistic expressions of the Church of the Annunciation in Seville. In a study of an experimental and exploratory nature with a single group, we worked with a total of 20 students enrolled in a Master’s degree, taught at Seville University, under the title of “Arte: idea y producción” (Art: idea and production). A questionnaire based on the “Technology Acceptance Model” (TAM) was used to ascertain the degree of acceptance that the utilized technology had created among students after their participation in the experience. Likewise, the questionnaire permitted understanding of the assessment made by students concerning the presented objects. Among the results obtained, it is noticeable that the participating students show a high level of acceptance of augmented and virtual reality technologies, alongside favorable attitudes towards their utilization and the intention to use them. It is worth highlighting as a significant conclusion that the exploratory study was performed within a real classroom situation, suggesting that both technologies can be applied in formal training environments. Full article
(This article belongs to the Special Issue Advanced Virtual Reality Technologies and Their Applications)
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24 pages, 6302 KiB  
Article
User eXperience (UX) Evaluation for MR Cultural Applications: The CEMEC Holographic Showcases in European Museums
by Alfonsina Pagano, Eva Pietroni, Daniele Ferdani and Enzo d’Annibale
Appl. Syst. Innov. 2021, 4(4), 92; https://doi.org/10.3390/asi4040092 - 16 Nov 2021
Cited by 7 | Viewed by 3608
Abstract
Within the EU CEMEC project framework, a novel approach for using holographic showcases in museums has been conceived and experimented upon in different venues in the context of an itinerant exhibition dealing with Early Medieval European collections. The purpose of this holographic showcase, [...] Read more.
Within the EU CEMEC project framework, a novel approach for using holographic showcases in museums has been conceived and experimented upon in different venues in the context of an itinerant exhibition dealing with Early Medieval European collections. The purpose of this holographic showcase, the so-called “box of stories”, is to improve the link and interaction between real and virtual contents in the museum’s context, making the exhibited object “alive” in the visitors’ perception. An Avar sword and a Byzantine treasure have been used as the main case studies, and they have been experienced in the museums of several European regions by audiences with different cultural backgrounds. This has been a great opportunity to carry out user experience (UX) evaluations in order to collect feedback (from about 600 museum visitors) regarding the attractiveness of such a mixed reality (MR) system, its usability, the comprehension of the contents, the efficacy of the logistics and environmental conditions, as well as the educational impact. The results of such inquiries helped the CNR ISPC team to identify the most meaningful User eXperience Analytics (UXA) able to support the work of UX evaluators and UX designers to assess the efficacy of digital cultural products. Indeed, this manuscript presents UXA and tries to draft a concrete and effective evaluation model for future digital projects for museum contexts. Full article
(This article belongs to the Special Issue Advanced Virtual Reality Technologies and Their Applications)
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18 pages, 11778 KiB  
Article
Opportunities and Challenges of Smartglass-Assisted Interactive Telementoring
by Hyoseok Yoon
Appl. Syst. Innov. 2021, 4(3), 56; https://doi.org/10.3390/asi4030056 - 21 Aug 2021
Cited by 12 | Viewed by 3951
Abstract
The widespread adoption of wearables, extended reality, and metaverses has accelerated the diverse configurations of remote collaboration and telementoring systems. This paper explores the opportunities and challenges of interactive telementoring, especially for wearers of smartglasses. In particular, recent relevant studies are reviewed to [...] Read more.
The widespread adoption of wearables, extended reality, and metaverses has accelerated the diverse configurations of remote collaboration and telementoring systems. This paper explores the opportunities and challenges of interactive telementoring, especially for wearers of smartglasses. In particular, recent relevant studies are reviewed to derive the needs and trends of telementoring technology. Based on this analysis, we define what can be integrated into smartglass-enabled interactive telementoring. To further illustrate this type of special use case for telementoring, we present five illustrative and descriptive scenarios. We expect our specialized use case to support various telementoring applications beyond medical and surgical telementoring, while harmoniously fostering cooperation using the smart devices of mentors and mentees at different scales for collocated, distributed, and remote collaboration. Full article
(This article belongs to the Special Issue Advanced Virtual Reality Technologies and Their Applications)
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Review

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24 pages, 4923 KiB  
Review
Digital Twins Driven Supply Chain Visibility within Logistics: A New Paradigm for Future Logistics
by Taofeeq D. Moshood, Gusman Nawanir, Shahryar Sorooshian and Okfalisa Okfalisa
Appl. Syst. Innov. 2021, 4(2), 29; https://doi.org/10.3390/asi4020029 - 21 Apr 2021
Cited by 91 | Viewed by 13726
Abstract
The supply chains shaping their distribution networks become more diverse as companies respond to global markets’ stringent criteria. This is also counterproductive to the visibility of the supply chain within the company and can adversely affect the organization’s core business. This paper attempts [...] Read more.
The supply chains shaping their distribution networks become more diverse as companies respond to global markets’ stringent criteria. This is also counterproductive to the visibility of the supply chain within the company and can adversely affect the organization’s core business. This paper attempts to evaluate how organizations can benefit from introducing Digital Twins to enhance their logistics supply network visibility. Additionally, deployment issues and technologies supporting Digital Twins were reviewed. This study used ATLAS.ti 9 software tools to save, classify, and evaluate the data for this analysis to systematically review the literature. We reviewed, compiled, and sorted papers from 227 publications for this article and then recognized 104 as critical to the work scope; this analysis’ quest date was set from 2002 to 2021. This article represents the first attempt at dealing with the issue of supply chain visibility through the Digital Twins in the logistics field. The research outcomes found that Digital Twins would help companies develop predictive metrics, diagnostics, projections, and physical asset descriptions for their logistics. This study also suggested some steps to overcome the challenges in implementing a Digital Twins in the logistics industry. For researchers, this review offers the possibility to unify and expand existing solutions and to identify links and interfaces that are still needed. As for managerial implications, this study can be used to identify future strategies and technologies to fulfil certain logistics tasks and develop new technological solutions for current and future demands. Full article
(This article belongs to the Special Issue Advanced Virtual Reality Technologies and Their Applications)
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Other

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13 pages, 3231 KiB  
Case Report
Augmented Reality-Based Framework Supporting Visual Inspection for Automotive Industry
by Amal Chouchene, Adriana Ventura Carvalho, Fernando Charrua-Santos and Walid Barhoumi
Appl. Syst. Innov. 2022, 5(3), 48; https://doi.org/10.3390/asi5030048 - 6 May 2022
Cited by 12 | Viewed by 4840
Abstract
Visual inspection, inside an industrial environment, has attracted considerable research attention, in terms of its relation to improving productivity and its impact on building the Industry 4.0. One of the pillars of Industry 4.0 is the Augmented Reality (AR) technology, given its beneficiary [...] Read more.
Visual inspection, inside an industrial environment, has attracted considerable research attention, in terms of its relation to improving productivity and its impact on building the Industry 4.0. One of the pillars of Industry 4.0 is the Augmented Reality (AR) technology, given its beneficiary for several tasks such as maintenance, assembly, and inspection. Nevertheless, such a data presenter tool essentially relies on the data collected from other modules. A keynote technology for data collecting, storing, and exploitation is the Industrial Internet of Things (IIoT) platform. In this context, this paper proposes an innovative framework in a real case-study industry. The proposed solution supports visual inspection, relying on AR to present the data and IIoT to collect it from the production line. User acceptance tests and feedback reflect the accuracy and effectiveness of the proposed system, especially when using Hand-Held Devices (HHD). Full article
(This article belongs to the Special Issue Advanced Virtual Reality Technologies and Their Applications)
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