Virtual Reality and Metaverse: Impact on the Digital Transformation of Society II

A special issue of Future Internet (ISSN 1999-5903). This special issue belongs to the section "Big Data and Augmented Intelligence".

Deadline for manuscript submissions: closed (31 December 2024) | Viewed by 13445

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Technology, Instruction and Design in Engineering and Education Research Group (TiDEE.rg), Catholic University of Ávila, 05005 Ávila, Spain
Interests: mechanical behavior of materials; failure analysis; fracture; materials; microstructure; fractography; mechanical engineering; materials engineering; tensile testing; corrosion; mechanical properties; metals; material characterization; materials testing; energy efficiency; hydrogen; serious games; virtual reality; gamification; active learning; finite element method; engineering design; mechanical testing; fracture mechanics; hydrogen embrittlement
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Special Issue Information

Dear Colleagues,

Society is becoming increasingly digitized, and all sectors are becoming more and more adapted to this digitization process. Virtual reality, augmented reality, mixed reality, the metaverse, etc., are nearing closer to everyday life. This Special Issue seeks to provide an overview of the opinions of different sectors of society regarding this digital transformation. In this regard, studies that analyze how multiple sectors are adapting to this technological change are welcome. Thus, the opinions of professionals in the health, education, and tourism industries, among others, are of particular interest to compare how this technological change affects different professional groups. We are also interested in identifying the advantages associated with specific sectors, the difficulties encountered, limitations in the use of certain technologies, etc.

This Special Issue is open to submissions of either in-depth original technical articles or survey/review papers. All submissions will be subject to a rigorous peer review and should cover quantitative or qualitative analyses with good scientific soundness and provide new contributions in a specific sector or a comparison between different sectors. We warmly invite researchers to submit their contributions to this Special Issue. Potential topics of interest include, but are not limited to, the following:

  • Non-immersive virtual reality;
  • Immersive virtual reality;
  • Augmented reality;
  • Mixed reality;
  • XReality;
  • VR/AR/MR collaboration;
  • Education with VR/AR/MR;
  • Use of 360° video for VR;
  • Instruction of qualified staff through VR/AR/MR applications;
  • Virtual laboratories;
  • Virtual reality systems;
  • Virtual reality tools and toolkits;
  • 3D interactive environments;
  • Metaverse;
  • Artificial Intelligence.

Dr. Diego Vergara
Guest Editor

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Keywords

  • virtual reality
  • augmented reality
  • mixed reality
  • virtual environments
  • metaverse

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Related Special Issue

Published Papers (7 papers)

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Research

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18 pages, 35087 KiB  
Article
Assessing User Perceptions and Preferences on Applying Obfuscation Techniques for Privacy Protection in Augmented Reality
by Ana Cassia Cruz, Rogério Luís de C. Costa, Leonel Santos, Carlos Rabadão, Anabela Marto and Alexandrino Gonçalves
Future Internet 2025, 17(2), 55; https://doi.org/10.3390/fi17020055 - 25 Jan 2025
Viewed by 347
Abstract
As augmented reality (AR) technologies become increasingly integrated into everyday life, privacy-maintenance concerns about their capacity to capture and process sensitive visual data also increase. Visual data sanitization and obfuscation may effectively increase the privacy protection level. This study examines user perceptions of [...] Read more.
As augmented reality (AR) technologies become increasingly integrated into everyday life, privacy-maintenance concerns about their capacity to capture and process sensitive visual data also increase. Visual data sanitization and obfuscation may effectively increase the privacy protection level. This study examines user perceptions of privacy protection strategies within AR environments. We developed and disseminated a questionnaire to assess users’ preferences, experiences, and concerns related to visual obfuscation techniques, namely masking, pixelation, and blurring. We collected and analyzed the responses using both qualitative and quantitative methodologies. The results indicate that user perceptions varied based on the AR context and individual preferences. Participants identified blurring as a versatile option that provides the best aesthetic appeal. Users recognized masking as the most secure method but less visually appealing. This study also revealed that demographic factors, such as age, education, and occupation, influenced privacy concerns and the acceptance of obfuscation methods. These findings enhance the understanding of user preferences and the effectiveness of obfuscation techniques in AR. These insights can guide the development of privacy-preserving AR applications tailored to accommodate diverse user needs. Full article
23 pages, 5717 KiB  
Article
Virtual Reality in the Classroom: Transforming the Teaching of Electrical Circuits in the Digital Age
by Diego Alejandro Albarracin-Acero, Fidel Alfonso Romero-Toledo, Claudia Esperanza Saavedra-Bautista and Edwan Anderson Ariza-Echeverri
Future Internet 2024, 16(8), 279; https://doi.org/10.3390/fi16080279 - 5 Aug 2024
Viewed by 1785
Abstract
In response to the digital transformation in education, this study explores the efficacy of virtual reality (VR) video games in teaching direct current electrical circuits at a public university in Colombia. Using a mixed-method action research approach, this study aimed to design, implement, [...] Read more.
In response to the digital transformation in education, this study explores the efficacy of virtual reality (VR) video games in teaching direct current electrical circuits at a public university in Colombia. Using a mixed-method action research approach, this study aimed to design, implement, and evaluate a VR-based educational strategy to enhance undergraduate learning experiences. The methodology integrated VR into the curriculum, facilitating a comparison of this innovative approach with traditional teaching methods. The results indicate that the VR strategy significantly improved students’ comprehension of electrical circuits and increased engagement, demonstrating the utility of immersive technologies in educational settings. Challenges such as the need for technological integration and curriculum adaptation were also identified. This study concludes that VR video games can effectively augment electrical engineering education, offering a model for incorporating advanced digital tools into higher education curricula. This approach aligns with ongoing trends in digital transformation, suggesting significant potential for broad applications across various educational contexts. Full article
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16 pages, 2805 KiB  
Article
The Use of Virtual Reality in the Countries of the Central American Bank for Economic Integration (CABEI)
by Álvaro Antón-Sancho, Pablo Fernández-Arias, Edwan Anderson Ariza and Diego Vergara
Future Internet 2024, 16(7), 249; https://doi.org/10.3390/fi16070249 - 13 Jul 2024
Viewed by 1081
Abstract
In recent years, virtual reality (VR) technologies have become one of the teaching tools with the greatest training potential in higher education. Thus, the study of factors that influence the adoption and valuation of VR by the educational agents involved is a fruitful [...] Read more.
In recent years, virtual reality (VR) technologies have become one of the teaching tools with the greatest training potential in higher education. Thus, the study of factors that influence the adoption and valuation of VR by the educational agents involved is a fruitful line of research, because it can provide keys to promote its incorporation. This article compares the assessments of VR as a teaching technology in higher education given by professors from countries that are members of the Central American Bank for Economic Integration (CABEI) with those of professors from countries in the Latin American region that are not members of CABEI. For this purpose, a validated questionnaire on the perception of VR use was administered to a sample of 1246 professors from the entire Latin American region, and their responses were statistically analyzed. As a result, it was found that professors from CABEI countries give better ratings to the usability dimensions of VR and report a lower number of disadvantages in its use than professors from countries outside CABEI. However, the increase in the digital competence of professors in CABEI countries is more than twice as high as the increase in the valuation of VR. It follows that there is still much room for the integration of VR in higher education in CABEI countries. Furthermore, in CABEI countries there is a more pronounced gap between professors from private and public universities with respect to the above-mentioned ratings than in non-CABEI countries. As a consequence, some implications and suggestions derived from the results are reported. Full article
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15 pages, 1885 KiB  
Article
Metaverse and Fashion: An Analysis of Consumer Online Interest
by Carmen Ruiz Viñals, Marta Gil Ibáñez and José Luis Del Olmo Arriaga
Future Internet 2024, 16(6), 199; https://doi.org/10.3390/fi16060199 - 4 Jun 2024
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Abstract
Recent studies have demonstrated the value that the Internet and web applications bring to businesses. Among other tools are those that enable the analysis and monitoring of searches, such as Google Trends, which is currently used by the fashion industry to guide experiential [...] Read more.
Recent studies have demonstrated the value that the Internet and web applications bring to businesses. Among other tools are those that enable the analysis and monitoring of searches, such as Google Trends, which is currently used by the fashion industry to guide experiential practices in a context of augmented reality and/or virtual reality, and even to predict purchasing behaviours through the metaverse. Data from this tool provide insight into fashion consumer search patterns. Understanding and managing this digital tool is an essential factor in rethinking businesses’ marketing strategies. The aim of this study is to analyse online user search behaviour by analysing and monitoring the terms “metaverse” and “fashion” on Google Trends. A quantitative descriptive cross-sectional method was employed. The results show that there is growing consumer interest in both concepts on the Internet, despite the lack of homogeneity in the behaviour of the five Google search tools. Full article
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Review

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25 pages, 6646 KiB  
Review
Intelligent Virtual Reality and Augmented Reality Technologies: An Overview
by Georgios Lampropoulos
Future Internet 2025, 17(2), 58; https://doi.org/10.3390/fi17020058 - 2 Feb 2025
Viewed by 313
Abstract
The research into artificial intelligence (AI), the metaverse, and extended reality (XR) technologies, such as augmented reality (AR), virtual reality (VR), and mixed reality (MR), has been expanding over the recent years. This study aims to provide an overview regarding the combination of [...] Read more.
The research into artificial intelligence (AI), the metaverse, and extended reality (XR) technologies, such as augmented reality (AR), virtual reality (VR), and mixed reality (MR), has been expanding over the recent years. This study aims to provide an overview regarding the combination of AI with XR technologies and the metaverse through the examination of 880 articles using different approaches. The field has experienced a 91.29% increase in its annual growth rate, and although it is still in its infancy, the outcomes of this study highlight the potential of these technologies to be effectively combined and applied in various domains transforming and enriching them. Through content analysis and topic modeling, the main topics and areas in which this combination is mostly being researched and applied are as follows: (1) “Education/Learning/Training”, (2) “Healthcare and Medicine”, (3) “Generative artificial intelligence/Large language models”, (4) “Virtual worlds/Virtual avatars/Virtual assistants”, (5) “Human-computer interaction”, (6) “Machine learning/Deep learning/Neural networks”, (7) “Communication networks”, (8) “Industry”, (9) “Manufacturing”, (10) “E-commerce”, (11) “Entertainment”, (12) “Smart cities”, and (13) “New technologies” (e.g., digital twins, blockchain, internet of things, etc.). The study explores the documents through various dimensions and concludes by presenting the existing limitations, identifying key challenges, and providing suggestions for future research. Full article
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52 pages, 18006 KiB  
Review
A Survey of the Real-Time Metaverse: Challenges and Opportunities
by Mohsen Hatami, Qian Qu, Yu Chen, Hisham Kholidy, Erik Blasch and Erika Ardiles-Cruz
Future Internet 2024, 16(10), 379; https://doi.org/10.3390/fi16100379 - 18 Oct 2024
Viewed by 5853
Abstract
The metaverse concept has been evolving from static, pre-rendered virtual environments to a new frontier: the real-time metaverse. This survey paper explores the emerging field of real-time metaverse technologies, which enable the continuous integration of dynamic, real-world data into immersive virtual environments. We [...] Read more.
The metaverse concept has been evolving from static, pre-rendered virtual environments to a new frontier: the real-time metaverse. This survey paper explores the emerging field of real-time metaverse technologies, which enable the continuous integration of dynamic, real-world data into immersive virtual environments. We examine the key technologies driving this evolution, including advanced sensor systems (LiDAR, radar, cameras), artificial intelligence (AI) models for data interpretation, fast data fusion algorithms, and edge computing with 5G networks for low-latency data transmission. This paper reveals how these technologies are orchestrated to achieve near-instantaneous synchronization between physical and virtual worlds, a defining characteristic that distinguishes the real-time metaverse from its traditional counterparts. The survey provides a comprehensive insight into the technical challenges and discusses solutions to realize responsive dynamic virtual environments. The potential applications and impact of real-time metaverse technologies across various fields are considered, including live entertainment, remote collaboration, dynamic simulations, and urban planning with digital twins. By synthesizing current research and identifying future directions, this survey provides a foundation for understanding and advancing the rapidly evolving landscape of real-time metaverse technologies, contributing to the growing body of knowledge on immersive digital experiences and setting the stage for further innovations in the Metaverse transformative field. Full article
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Other

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27 pages, 3239 KiB  
Systematic Review
Does Anyone Care about the Opinion of People on Participating in a “Social” Metaverse? A Review and a Draft Proposal for a Surveying Tool
by Stefano Mottura
Future Internet 2024, 16(7), 236; https://doi.org/10.3390/fi16070236 - 2 Jul 2024
Viewed by 1132
Abstract
In recent years, the attention paid to the metaverse in the scientific world has increased; the hottest topics include system architecture and enabling technologies, as well as business, privacy, ethical, and security issues. On the other side, at the mainstream level, it is [...] Read more.
In recent years, the attention paid to the metaverse in the scientific world has increased; the hottest topics include system architecture and enabling technologies, as well as business, privacy, ethical, and security issues. On the other side, at the mainstream level, it is well known that the company Meta (formerly Facebook) is striving to realize its interpretation of a “social” metaverse. As Meta is a big leader of social media, it is reasonable to guess that, in the future, users will participate in a new social platform, such as that which the company is building by depicting unlimited and engaging opportunities. Regardless of Meta, we ask what the opinion of people is about this possible future scenario. A literature search of previous works about this topic has been done; the few results we found were not properly on topic and showed heterogeneous content. A survey on interpretations of the metaverse of major information and communication technologies (ICT) companies that impact the consumer world was undertaken; the results show that Meta is the most prominent company with the mission of building a ”social” metaverse worldwide. Finally, a draft of a tool for assessing the predilection of people for a “social” metaverse, based on various facets of the future social platform, is proposed. Full article
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