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
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
Special Issues, Collections and Topics in MDPI journals
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
Manuscript Submission Information
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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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