Special Issue "Xtended or Mixed Reality (AR+VR) for Education"

A special issue of Computers (ISSN 2073-431X).

Deadline for manuscript submissions: 31 October 2021.

Special Issue Editors

Dr. Veronica Rossano
E-Mail Website
Guest Editor
Universita degli Studi di Bari, Department of Computer Science, Bari, Italy
Interests: educational technology; serious games; smart education
Dr. Michele Fiorentino
E-Mail Website
Guest Editor
Department of Mechanics, Mathematics and Management (DMMM), Polytechnic University of Bari, 70126 Bari, Italy
Interests: mixed reality; industrial applications; technical training; user studies
Special Issues and Collections in MDPI journals

Special Issue Information

Dear Colleagues,

Educational technologies have proven their impact on learning effectiveness, engagement, and motivation. Experts claim that recent advances in MR, and thus virtual and augmented reality, are a candidate for the next generation of educational tools. The advantages are manifold: AR technology makes the acquisition of knowledge and skills capture and the related visualization at the right place (registration of multimedia content) and time (understanding the specific user needs) possible in real time.

VR at different levels of immersion can provide very flexible educational payload anytime and anywhere, and thus, education and learning materials are more accessible. While the gaming industry is providing low-cost and effective devices in the very short time, there are many issues to be solved. Scientific literature is still not mature and lacks user studies and guidelines in different fields (such as surgery, flying a plane, etc.), user age, and background.

In this Special Issue, we would like to collect methods, experiences, case studies, and experiments which can potentially lead to significant advances in MR reality for learning.

The main topics include but are not limited to the application of MR to:

  • MR for schools, education, and children;
  • MR for impaired, disabilities, rehab;
  • MR virtualization of learning: principles, technologies, tools;
  • Design and implementation of augmented reality learning environments;
  • MR educational guidelines and user studies;
  • Aspects of environmental augmented reality security and ethics;
  • Science education methods;
  • MR industrial professional training;
  • MR social and technical issues;
  • Augmented healthcare, quality of life, and well-being;
  • Augmented reality for sports training;
  • Augmented reality and serious games;
  • Rehabilitation and assistive augmentation;
  • Augmented intelligence.

Dr. Veronica Rossano
Prof. Michele Fiorentino
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All papers will be peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

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. Computers 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 1400 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
  • Educational technology
  • Serious game
  • Sport training
  • Industrial training
  • Rehabilitation

Published Papers

This special issue is now open for submission, see below for planned papers.

Planned Papers

The below list represents only planned manuscripts. Some of these manuscripts have not been received by the Editorial Office yet. Papers submitted to MDPI journals are subject to peer-review.

Title: Learning History using Mixed Reality
Authors: Inmaculada Remolar; C. Rebollo; J. Fernández-Moyano; C. Galí
Affiliation: New Imaging Technologies Institute, Universitat Jaume I , Castellón (Spain)
Abstract: Master lectures of History are quite boring for the students and to keep their attention requires a great effort from teachers. Virtual and Augmented Reality have a clear potential in education and can solve this problem. Serious games that use immersive technologies allow students to visit and interact with environments dated in different ages. Taking this in mind, this article presents a serious game set in Ancient Rome that allows the user to learn concepts from that age. The game reproduces as accurately as possible the different buildings and civil constructions of the time, making it possible for the player to create Roman cities in a simple way. Once built, the user can visit them, accessing the buildings and being able to interact with the objects and characters that appear. Moreover, in order to learn more information about every building, users can visualize them using Augmented Reality. Different information has been included related to every building, such as their main uses, characteristics or even some images that represent them. In order to evaluate the effectiveness of the video game in the field of education, several experiments have been carried out taking as sample high school students. Initially, the quality and playability of this serious game has been evaluated and, subsequently, the motivation of the game in learning history. The results obtained support on the one hand the gameplay and attractiveness of the video game, and on the other, the increase of the interest of the students in the learning of the history, as well as the greater fixation of different concepts treated in the video game.

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