Recent Advances on Virtual/Augmented/Mixed Reality and Post COVID-19

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Computing and Artificial Intelligence".

Deadline for manuscript submissions: closed (15 March 2022) | Viewed by 4762

Special Issue Editor


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Guest Editor
Department of Media Software, College of IT Engineering, Sungkyul University, Anyang 430-742, Gyeonggi, Korea
Interests: virtual reality; augmented reality; mixed reality; physically based rendering; human computer interaction; facial synthesis; visual computing

Special Issue Information

Dear Colleagues,

Social distancing, triggered by COVID-19, launched a new era platform called non-contact society. COVID-19 is spreading not only in retail and distribution, but also across society, such as education, entertainment, training telemedicine and telework, changing the paradigm of our lives. In addition, when the non-contact society was recognized as a new normal, digital transformation was accelerated.

Virtual Reality, Augmented Reality and Mixed Reality have been extensively used in various application fields by using realistic technology. In particular, in the non-contact era, interaction using simple video communication is bound to have limitations, so interaction technology based on sensory technology is desperately needed. In this Special Issue, we plan to publish a study on the advancement of Virtual/Augmented and Mixed Reality technology and its application field. Although not particularly limited, we would like to recruit articles on the following sub-topics:

  • Post-COVID and VR/AR/MR;
  • Non-contact and VR/AR/MR;
  • Learning management systems;
  • Telemedicine and VR/AR/MR;
  • Home training;
  • Tactile sensing;
  • Physic-based modeling and rendering;
  • Disaster and safety technology;
  • Virtual fitting;
  • Educational technology;
  • Multimedia applications;
  • Human computer interaction;

Prof. Dr. Seongah Chin
Guest Editor

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Published Papers (2 papers)

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Research

12 pages, 865 KiB  
Article
Management of Aggression in Young Male Adults Using the Virtual Reality-Based Communication Modification Program
by Junhyung Kim, Young Hoon Jung, Ki-Dong Baek, Yeon-Ju Hong, Hyu Seok Jeong and Jae-Jin Kim
Appl. Sci. 2022, 12(5), 2424; https://0-doi-org.brum.beds.ac.uk/10.3390/app12052424 - 25 Feb 2022
Viewed by 1806
Abstract
High aggression is common and costly for mental health problems in young adults. Because communication is a universal part of social relationships, including conflicts with others, it could be a possible target for mediating aggression. This study aimed to evaluate whether the virtual [...] Read more.
High aggression is common and costly for mental health problems in young adults. Because communication is a universal part of social relationships, including conflicts with others, it could be a possible target for mediating aggression. This study aimed to evaluate whether the virtual reality (VR)-based communication modification program can be utilized for aggression management. Fifty-eight individuals with high aggression (n = 30) and with low aggression (n = 28) completed psychological assessments associated with aggression and functional communication, and they participated in the program, consisting of the three tasks: exploring the communication style, practicing functional communication, and expressing empathy. The participants’ selections and their visual analog scale scores, in response to questions in the tasks, were collected as behavioral data. Results indicated that the high aggression group selected blaming dysfunctional communication style more frequently than the low aggression group. VR-based parameters, expected to reflect dysfunctional communication-related characteristics, showed significantly different correlations with aggression-related traits between the two groups. These findings show that our program may accurately represent an individual’s aggressive traits and elicit the appropriate reaction. Full article
(This article belongs to the Special Issue Recent Advances on Virtual/Augmented/Mixed Reality and Post COVID-19)
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18 pages, 3081 KiB  
Article
Subtitling 3D VR Content with Limited 6DoF: Presentation Modes and Guiding Methods
by Mario Montagud, Cristian Hurtado, Juan Antonio De Rus and Sergi Fernández
Appl. Sci. 2021, 11(16), 7472; https://doi.org/10.3390/app11167472 - 14 Aug 2021
Cited by 4 | Viewed by 2237
Abstract
All multimedia services must be accessible. Accessibility for multimedia content is typically provided by means of access services, of which subtitling is likely the most widespread approach. To date, numerous recommendations and solutions for subtitling classical 2D audiovisual services have been proposed. Similarly, [...] Read more.
All multimedia services must be accessible. Accessibility for multimedia content is typically provided by means of access services, of which subtitling is likely the most widespread approach. To date, numerous recommendations and solutions for subtitling classical 2D audiovisual services have been proposed. Similarly, recent efforts have been devoted to devising adequate subtitling solutions for VR360 video content. This paper, for the first time, extends the existing approaches to address the challenges remaining for efficiently subtitling 3D Virtual Reality (VR) content by exploring two key requirements: presentation modes and guiding methods. By leveraging insights from earlier work on VR360 content, this paper proposes novel presentation modes and guiding methods, to not only provide the freedom to explore omnidirectional scenes, but also to address the additional specificities of 3D VR compared to VR360 content: depth, 6 Degrees of Freedom (6DoF), and viewing perspectives. The obtained results prove that always-visible subtitles and a novel proposed comic-style presentation mode are significantly more appropriate than state-of-the-art fixed-positioned subtitles, particularly in terms of immersion, ease and comfort of reading, and identification of speakers, when applied to professional pieces of content with limited displacement of speakers and limited 6DoF (i.e., users are not expected to navigate around the virtual environment). Similarly, even in such limited movement scenarios, the results show that the use of indicators (arrows), as a guiding method, is well received. Overall, the paper provides relevant insights and paves the way for efficiently subtitling 3D VR content. Full article
(This article belongs to the Special Issue Recent Advances on Virtual/Augmented/Mixed Reality and Post COVID-19)
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