Advances in Extended Reality for Smart Cities

A special issue of Future Internet (ISSN 1999-5903). This special issue belongs to the section "Techno-Social Smart Systems".

Deadline for manuscript submissions: 10 May 2025 | Viewed by 7566

Special Issue Editors


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Guest Editor
Faculty of Political Science and Sociopsychological Dynamics, Università degli Studi Internazionali di Roma, Via Cristoforo Colombo 200, 00147 Rome, Italy
Interests: HCI; learning experience design; user experience; AI; IoT; robotics; metaverse; augmented reality; virtual reality; extended reality
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Guest Editor
Computer Science and Engineering Department, Universidad Carlos III de Madrid, Leganés, 28911 Madrid, Spain
Interests: AI; smart city; AR/VR; immersive and visual analytics; semantic visualizations

Special Issue Information

Dear Colleagues,

Extended reality (XR) is sewn increasingly into the everyday fabric of human life. The application fields range from entertainment to more advanced fields such as military, healthcare, surgical, educational, and cultural. Despite a large amount of literature, there are areas where XR is not sufficiently explored or still lacks practical applications such as smart cities.

Solutions developed in the area of smart cities adopt information and communication technologies to facilitate the connection of people among each other and with a wide variety of city services including healthcare, transportation, and infrastructures. The main goal is to improve the quality of life for citizens, create a common conscience and promote more sustainable and efficient economic growth.

In this field, XR can play a crucial role by creating ad hoc interfaces to connect citizens with their urban environment, and to foster civic participation making it easier to access city services, understand open data, learn about the historical and social context, helping city operators to collaborate and plan in an easier way even among distances.

Contributions to this Special Issue are expected to push the boundaries of extended reality in smart cities, exploring how it can improve citizens’ quality of life, gradually engage them in the surrounding space, foster civic participation and facilitate any operations in a smart city.

Areas of interest, which can take advantage of the combination of the smart city approach and XR, include (but are not limited) to the following:

  • Urban planning
  • Urban stimuli
  • Social interactions
  • Urban experience
  • Urban transportation
  • Civic participation
  • Cultural heritage
  • Technology Enhanced Learning
  • Smart learning
  • Smart campus
  • Smart building
  • Ambient intelligence
  • IOT and environment interaction
  • Emergency management systems
  • City Security Management systems
  • Smart farms and industries
  • Health care
  • Urban sustainability
  • Playable cities

Dr. Marco Romano
Dr. Teresa Onorati
Guest Editors

Manuscript Submission Information

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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. Future Internet is an international peer-reviewed open access monthly 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 1600 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

  • augmented reality
  • virtual reality
  • mixed reality
  • augmented virtuality
  • extended reality
  • smart city
  • civic engagement
  • urban planning
  • citizen experience
  • urban sustainability
  • citizen participation
  • playable cities
  • learning experience design
  • education

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Published Papers (5 papers)

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Research

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15 pages, 3347 KiB  
Article
A Reference Architecture for Virtual Human Integration in the Metaverse: Enhancing the Galleries, Libraries, Archives, and Museums (GLAM) Sector with AI-Driven Experiences
by Orestis Spyrou, William Hurst and Caspar Krampe
Future Internet 2025, 17(1), 36; https://doi.org/10.3390/fi17010036 - 15 Jan 2025
Viewed by 791
Abstract
The digital transformation of the GLAM (galleries, libraries, archives, and museums) sector is a multifaceted process that must address a range of requirements and critical challenges, such as traceability, long-term preservation, and sustainability. The potential of disruptive technologies to revolutionize this sector is [...] Read more.
The digital transformation of the GLAM (galleries, libraries, archives, and museums) sector is a multifaceted process that must address a range of requirements and critical challenges, such as traceability, long-term preservation, and sustainability. The potential of disruptive technologies to revolutionize this sector is significant, offering new ways to overcome these challenges and align with the broader objectives of smart cities. While substantial research has been conducted on the digital transformation of the GLAM sector, many opportunities remain unexplored by various stakeholders. This paper contributes to the field by proposing a reference architecture rooted in a design-oriented approach for developing and implementing processes related to the digital transformation within the context of smart cities. To illustrate the practical application of the proposed architecture, a proof of concept was developed in the form of an immersive digital gallery, which features an AI-powered virtual storyteller. The gallery, built using the open, cross-platform, Unreal, incorporates digitized physical art and a virtual metahuman tutor who guides users through the gallery. This interactive 3D environment enables users to explore the space, engage with artworks, and interact with a virtual guide. The environment’s performance was evaluated using a keystroke-level model analysis. Key findings from a pilot study involving 10 users showed that, when directed by the AI storyteller, the average time to locate an artwork was 16.5 s, while the average time to ask a question was 15.8 s. By integrating such technologies, the GLAM sector can contribute to the cultural fabric of smart cities, fostering more sustainable, accessible, and interactive public spaces. Full article
(This article belongs to the Special Issue Advances in Extended Reality for Smart Cities)
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14 pages, 1335 KiB  
Article
Assessing the Value of Information in an Augmented Reality City Experience
by Yonit Rusho, Ganit Richter and Daphne Ruth Raban
Future Internet 2024, 16(12), 448; https://doi.org/10.3390/fi16120448 - 2 Dec 2024
Viewed by 715
Abstract
Information is an experience good, meaning that its value emerges upon use and varies based on individual perceptions. Augmented reality (AR) is a technology designed to deliver immersive informational experiences. This study investigates the impact of AR on the perceived value of information [...] Read more.
Information is an experience good, meaning that its value emerges upon use and varies based on individual perceptions. Augmented reality (AR) is a technology designed to deliver immersive informational experiences. This study investigates the impact of AR on the perceived value of information by people experiencing information as consumers or producers. Using Google Maps, we developed an AR mobile map called Tour-It-Yourself (TIY) for city navigation. The TIY app facilitates content consumption and production around local points of interest engagingly and interactively. We discuss the development of the research tool and results from two user studies (N = 37 teenagers and N = 51 students, respectively). Further, we highlight the economic valuation aspect by examining the effects of AR on Willingness-to-Pay and Willingness-to-Accept payment for information. The results indicate a significant main effect of participant experience (consumer/producer) and AR technology on the perceived evaluation of information. Moreover, the addition of AR technology to information improves knowledge regarding points of interest for producers. These findings contribute to our understanding of how AR shapes information value perception and have implications for designing interactive location-based information systems, benefiting tourism, education, and business, as well as fostering a sense of belonging in cities. Full article
(This article belongs to the Special Issue Advances in Extended Reality for Smart Cities)
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19 pages, 15889 KiB  
Article
SIGNIFY: Leveraging Machine Learning and Gesture Recognition for Sign Language Teaching Through a Serious Game
by Luca Ulrich, Giulio Carmassi, Paolo Garelli, Gianluca Lo Presti, Gioele Ramondetti, Giorgia Marullo, Chiara Innocente and Enrico Vezzetti
Future Internet 2024, 16(12), 447; https://doi.org/10.3390/fi16120447 - 1 Dec 2024
Viewed by 1115
Abstract
Italian Sign Language (LIS) is the primary form of communication for many members of the Italian deaf community. Despite being recognized as a fully fledged language with its own grammar and syntax, LIS still faces challenges in gaining widespread recognition and integration into [...] Read more.
Italian Sign Language (LIS) is the primary form of communication for many members of the Italian deaf community. Despite being recognized as a fully fledged language with its own grammar and syntax, LIS still faces challenges in gaining widespread recognition and integration into public services, education, and media. In recent years, advancements in technology, including artificial intelligence and machine learning, have opened up new opportunities to bridge communication gaps between the deaf and hearing communities. This paper presents a novel educational tool designed to teach LIS through SIGNIFY, a Machine Learning-based interactive serious game. The game incorporates a tutorial section, guiding users to learn the sign alphabet, and a classic hangman game that reinforces learning through practice. The developed system employs advanced hand gesture recognition techniques for learning and perfecting sign language gestures. The proposed solution detects and overlays 21 hand landmarks and a bounding box on live camera feeds, making use of an open-source framework to provide real-time visual feedback. Moreover, the study compares the effectiveness of two camera systems: the Azure Kinect, which provides RGB-D information, and a standard RGB laptop camera. Results highlight both systems’ feasibility and educational potential, showcasing their respective advantages and limitations. Evaluations with primary school children demonstrate the tool’s ability to make sign language education more accessible and engaging. This article emphasizes the work’s contribution to inclusive education, highlighting the integration of technology to enhance learning experiences for deaf and hard-of-hearing individuals. Full article
(This article belongs to the Special Issue Advances in Extended Reality for Smart Cities)
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23 pages, 18705 KiB  
Article
Indoor Infrastructure Maintenance Framework Using Networked Sensors, Robots, and Augmented Reality Human Interface
by Alireza Fath, Nicholas Hanna, Yi Liu, Scott Tanch, Tian Xia and Dryver Huston
Future Internet 2024, 16(5), 170; https://doi.org/10.3390/fi16050170 - 15 May 2024
Cited by 3 | Viewed by 1614
Abstract
Sensing and cognition by homeowners and technicians for home maintenance are prime examples of human–building interaction. Damage, decay, and pest infestation present signals that humans interpret and then act upon to remedy and mitigate. The maintenance cognition process has direct effects on sustainability [...] Read more.
Sensing and cognition by homeowners and technicians for home maintenance are prime examples of human–building interaction. Damage, decay, and pest infestation present signals that humans interpret and then act upon to remedy and mitigate. The maintenance cognition process has direct effects on sustainability and economic vitality, as well as the health and well-being of building occupants. While home maintenance practices date back to antiquity, they readily submit to augmentation and improvement with modern technologies. This paper describes the use of networked smart technologies embedded with machine learning (ML) and presented in electronic formats to better inform homeowners and occupants about safety and maintenance issues, as well as recommend courses of remedial action. The demonstrated technologies include robotic sensing in confined areas, LiDAR scans of structural shape and deformation, moisture and gas sensing, water leak detection, network embedded ML, and augmented reality interfaces with multi-user teaming capabilities. The sensor information passes through a private local dynamic network to processors with neural network pattern recognition capabilities to abstract the information, which then feeds to humans through augmented reality and conventional smart device interfaces. This networked sensor system serves as a testbed and demonstrator for home maintenance technologies, for what can be termed Home Maintenance 4.0. Full article
(This article belongs to the Special Issue Advances in Extended Reality for Smart Cities)
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16 pages, 2410 KiB  
Systematic Review
Urban Green Spaces and Mental Well-Being: A Systematic Review of Studies Comparing Virtual Reality versus Real Nature
by Liyuan Liang, Like Gobeawan, Siu-Kit Lau, Ervine Shengwei Lin and Kai Keng Ang
Future Internet 2024, 16(6), 182; https://doi.org/10.3390/fi16060182 - 21 May 2024
Viewed by 2355
Abstract
Increasingly, urban planners are adopting virtual reality (VR) in designing urban green spaces (UGS) to visualize landscape designs in immersive 3D. However, the psychological effect of green spaces from the experience in VR may differ from the actual experience in the real world. [...] Read more.
Increasingly, urban planners are adopting virtual reality (VR) in designing urban green spaces (UGS) to visualize landscape designs in immersive 3D. However, the psychological effect of green spaces from the experience in VR may differ from the actual experience in the real world. In this paper, we systematically reviewed studies in the literature that conducted experiments to investigate the psychological benefits of nature in both VR and the real world to study nature in VR anchored to nature in the real world. We separated these studies based on the type of VR setup used, specifically, 360-degree video or 3D virtual environment, and established a framework of commonly used standard questionnaires used to measure the perceived mental states. The most common questionnaires include Positive and Negative Affect Schedule (PANAS), Perceived Restorativeness Scale (PRS), and Restoration Outcome Scale (ROS). Although the results from studies that used 360-degree video were less clear, results from studies that used 3D virtual environments provided evidence that virtual nature is comparable to real-world nature and thus showed promise that UGS designs in VR can transfer into real-world designs to yield similar physiological effects. Full article
(This article belongs to the Special Issue Advances in Extended Reality for Smart Cities)
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