Advances in Virtual Reality, Augmented Reality and Augmented Virtuality
A special issue of Systems (ISSN 2079-8954).
Deadline for manuscript submissions: closed (30 April 2023) | Viewed by 22617
Special Issue Editor
Special Issue Information
Dear Colleagues,
In 1994, Milgram and Kishino stated that “The next generation telecommunication environment is envisaged to be one which will provide an ideal virtual space with sufficient reality essential for communication”. They also introduced the concept of a Virtuality Continuum (VC). Real environments are environments consisting solely of real objects. At the opposite end of the continuum are virtual environments—environments consisting solely of virtual objects, where the user interacts with a completely synthetic world. They termed their envisioned environment Mixed Reality (MR). In such environments, both real objects and virtual objects would be part of the same scene, and the user could interact simultaneously with real and virtual worlds. There are two discrete points along the MR continuum: Augmented Reality (AR), in which users are situated in the real setting and synthetic objects are added, and Augmented Virtuality (AV), in which the setting is virtual, and real objects are inserted into this setting.
Almost 30 years later, it seems that Milgram and Kishino’s (1994) vision has come true, and many different combinations of virtual and real worlds along with many means of interaction are available for almost every person and every purpose. Nonetheless, the challenge of identifying the ideal virtual space with sufficient balance—for the user—among the real world, systems and environments is still unresolved. As researchers and practitioners in the areas of systems engineering management and complex social systems, we are asked to contribute to the evolving field of developing virtual reality and mixed reality systems that are most appropriate to the user’s needs.
This Special Issue invites scientific contributions proposing new, innovative, and original approaches for the development of virtual reality and mixed reality systems with special consideration of the user. The call for papers especially targets those concerning advancements in research and practices in the fields of training, skill acquisition, sport, healthcare, education, industry, entertainment, marketing, and decision making. However, the fields are not limited to these. This issue aims to provide an opportunity for academics and practitioners to share their theoretical and practical knowledge and findings in the field, with the ultimate aim to move the state of the art and the state of the practice forward.
This Special Issue particularly welcomes articles regarding, among other things:
- New methods of training using virtual reality or mixed reality systems;
- New approaches to applications of virtual reality and mixed reality systems in various fields;
- Comparisons between performing tasks with various degrees of virtuality;
- Studies on user preferences regarding the virtual system’s features.
References
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321-1329.
Dr. Nirit Yuviler-Gavish
Guest Editor
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