3D Human–Computer Interaction (Volume II)

A special issue of Multimodal Technologies and Interaction (ISSN 2414-4088).

Deadline for manuscript submissions: closed (15 December 2022) | Viewed by 7921

Special Issue Editors


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Guest Editor
School of Computing and Informatics, University of Louisiana at Lafayette, Lafayette, LA 70503, USA
Interests: Human-Computer Interaction (HCI); 3D User Interfaces; 3D interfaces for video games; Virtual Reality
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
Center for Advanced Computer Studies, University of Louisiana at Lafayette, P.O. Box 44330, Lafayette, LA 70504, USA
Interests: 3D interaction; Virtual Reality; graphics; haptics; scientific visualization
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear colleagues,

The second volume of this Special Issue explores methods, technologies, and studies of 3D interaction in the broad area of human–computer interaction (HCI). HCI researches the interface between people and computers. Modern 3D user interfaces (3DUI) can involve input devices that track user movements in 3D, techniques for interaction with virtual or augmented reality, or other interfaces in which a 3D arrangement of inputs or environments is characteristic. Like HCI, 3DUI research lies in the intersection between computer science, behavioral sciences, design, media studies, and several other fields of study. This Special Issue invites contributions on the technological, creative, perceptual, cognitive, social, and health aspects of 3DUI.

We encourage authors to submit original research articles, novel case studies, insightful reviews, theoretical and critical perspectives, and well-argued viewpoint articles on 3D human–computer interaction, including but not limited to the following:

  • 3D interaction techniques and metaphors
  • 3D input and sensing technologies
  • 3D feedback for any senses (visual, auditory, haptic, olfactory, gustatory, vestibular)
  • Empirical studies of 3DUIs
  • Novel software architectures for 3DUI
  • Collaborative interfaces for VR, AR, or other 3D computer environments
  • Evaluation methods for 3DUIs
  • Human perception of 3D interaction
  • Novel Applications of 3DUIs: games, entertainment, CAD, education, etc.
  • Mobile 3DUIs
  • Hybrid 3DUIs
  • Desktop 3DUIs

Of particular interest are articles that critically explore 3D human–computer interaction methods in contexts such as virtual reality, augmented reality, and mobile/wearable devices.

Dr. Arun K. Kulshreshth
Dr. Christoph W. Borst
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 submissions that pass pre-check are 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. Multimodal Technologies and Interaction 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

  • 3D user interfaces (3DUI)
  • Spatial user interaction
  • Interaction
  • Interfaces
  • Human–computer interaction
  • HCI
  • CHI
  • Virtual reality (VR)
  • Augmented reality (AR)
  • Motion tracking
  • Motion controllers
  • Haptics
  • 3D Input
  • Collaborative VR
  • User studies

Related Special Issue

Published Papers (3 papers)

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Research

14 pages, 1342 KiB  
Article
How Can One Share a User’s Activity during VR Synchronous Augmentative Cooperation?
by Thomas Rinnert, James Walsh, Cédric Fleury, Gilles Coppin, Thierry Duval and Bruce H. Thomas
Multimodal Technol. Interact. 2023, 7(2), 20; https://0-doi-org.brum.beds.ac.uk/10.3390/mti7020020 - 14 Feb 2023
Cited by 2 | Viewed by 1515
Abstract
Collaborative virtual environments allow people to work together while being distant. At the same time, empathic computing aims to create a deeper shared understanding between people. In this paper, we investigate how to improve the perception of distant collaborative activities in a virtual [...] Read more.
Collaborative virtual environments allow people to work together while being distant. At the same time, empathic computing aims to create a deeper shared understanding between people. In this paper, we investigate how to improve the perception of distant collaborative activities in a virtual environment by sharing users’ activity. We first propose several visualization techniques for sharing the activity of multiple users. We selected one of these techniques for a pilot study and evaluated its benefits in a controlled experiment using a virtual reality adaptation of the NASA MATB-II (Multi-Attribute Task Battery). Results show (1) that instantaneous indicators of users’ activity are preferred to indicators that continuously display the progress of a task, and (2) that participants are more confident in their ability to detect users needing help when using activity indicators. Full article
(This article belongs to the Special Issue 3D Human–Computer Interaction (Volume II))
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13 pages, 860 KiB  
Article
Association of the Big Five Personality Traits with Training Effectiveness, Sense of Presence, and Cybersickness in Virtual Reality
by Sebastian Oltedal Thorp, Lars Morten Rimol and Simone Grassini
Multimodal Technol. Interact. 2023, 7(2), 11; https://0-doi-org.brum.beds.ac.uk/10.3390/mti7020011 - 23 Jan 2023
Cited by 3 | Viewed by 1984
Abstract
Virtual reality (VR) presents numerous opportunities for training skills and abilities through the technology’s capacity to simulate realistic training scenarios and environments. This can be seen in how newer research has emphasized how VR can be used for creating adaptable training scenarios. Nevertheless, [...] Read more.
Virtual reality (VR) presents numerous opportunities for training skills and abilities through the technology’s capacity to simulate realistic training scenarios and environments. This can be seen in how newer research has emphasized how VR can be used for creating adaptable training scenarios. Nevertheless, a limited number of studies have examined how personality traits can influence the training effectiveness of participants within VR. To assess individual preferences in a virtual environment, the current study examines the associations of Big Five personality traits with training effectiveness from VR, as well as sense of presence and cybersickness. Our results show that traits of high agreeableness and low conscientiousness are predictors of training transferability in the VR environment in relation to the real world. Furthermore, the results also showed that trainees experiencing higher levels of cybersickness incurred worse training outcomes. Full article
(This article belongs to the Special Issue 3D Human–Computer Interaction (Volume II))
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15 pages, 1555 KiB  
Article
Temporal Development of Sense of Presence and Cybersickness during an Immersive VR Experience
by Sebastian Thorp, Alexander Sævild Ree and Simone Grassini
Multimodal Technol. Interact. 2022, 6(5), 31; https://0-doi-org.brum.beds.ac.uk/10.3390/mti6050031 - 22 Apr 2022
Cited by 9 | Viewed by 2590
Abstract
Following the advances in modern head-mounted displays, research exploring the human experience of virtual environments has seen a surge in interest. Researchers have examined how to promote individuals’ sense of presence, i.e., their experience of “being” in the VE, as well as to [...] Read more.
Following the advances in modern head-mounted displays, research exploring the human experience of virtual environments has seen a surge in interest. Researchers have examined how to promote individuals’ sense of presence, i.e., their experience of “being” in the VE, as well as to diminish the negative side effects of cybersickness. Studies investigating the relationship between sense of presence and cybersickness have reported heterogeneous results. Authors that found a positive relation have argued that the phenomena have shared cognitive underpinnings. However, recent literature has reported that positive associations can be explained by the confounding factor of immersion. The current study aims to investigate how cybersickness and sense of presence are associated and develop over time. During the experiment, participants were exposed to a virtual roller coaster and presented orally with questions aimed to quantify their perceived sense of presence and cybersickness. The results of the experiment indicate that cybersickness and sense of presence are both modulated by the time spent in the virtual setting. The utilized short measures for sense of presence and cybersickness were found to be reliable alternatives to multi-item questionnaires. Full article
(This article belongs to the Special Issue 3D Human–Computer Interaction (Volume II))
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