Perception and Cognition in XR

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

Deadline for manuscript submissions: closed (30 April 2021) | Viewed by 5085

Special Issue Editors


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Guest Editor
University of Mississippi University, Mississippi, USA
Interests: augmented reality; virtual reality; neuroscience; spatial perception; vision

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Guest Editor
University of Wisconsin-Madison, Madison, WI, USA
Interests: virtual reality; computer graphics; emerging technologies
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Special Issue Information

Dear Colleagues,

As Extended Reality (XR) systems continue to grow in popularity, they are being adopted for a broad array of applications for use in industry, research, and everyday life. XR augments the senses of users in ways that may improve task performance, mitigate job-related risks, or facilitate an improved quality of life. However, this raises many questions about how to best apply these technologies and how they affect perception and cognition. For example, does the synthesis of real and virtual environments affect a user’s perception of space? Are real and virtual objects perceived similarly? Can sensory augmentations improve user performance beyond real-world limits? Are the behaviors taken in XR equivalent to or predictors of real-world actions?

Understanding how XR affects perception and cognition within these contexts can lead to better design of devices and applications. Additionally, it can help us to better understand the mechanisms that underlie perception and cognition. We invite submissions of original research employing XR technologies that investigate these issues. We define XR broadly as including technologies such as virtual, augmented, and mixed reality. However, papers examining related technologies that also augments or extends a user’s senses are also welcome. Topics could include, but are not limited to, the following:

  • Methodologies for studying perception or cognition in XR;
  • The use of XR to improve perception or cognition;
  • Effects of XR on attention and memory;
  • XR for improved situational awareness;
  • Studies of altered perception using XR environments.

Dr. J. Adam Jones
Dr. Kevin Ponto
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.

Published Papers (1 paper)

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Research

14 pages, 1012 KiB  
Article
Towards a Design Space of Haptics in Everyday Virtual Reality across Different Spatial Scales
by Jingyi Li, Alexandra Mayer and Andreas Butz
Multimodal Technol. Interact. 2021, 5(7), 36; https://0-doi-org.brum.beds.ac.uk/10.3390/mti5070036 - 03 Jul 2021
Cited by 2 | Viewed by 4158
Abstract
Virtual Reality (VR) has become a consumer-grade technology, especially with the advent of standalone headsets working independently from a powerful computer. Domestic VR mainly uses the visual and auditory senses since VR headsets make this accessible. Haptic feedback, however, has the potential to [...] Read more.
Virtual Reality (VR) has become a consumer-grade technology, especially with the advent of standalone headsets working independently from a powerful computer. Domestic VR mainly uses the visual and auditory senses since VR headsets make this accessible. Haptic feedback, however, has the potential to increase immersion substantially. So far, it is mostly used in laboratory settings with specialized haptic devices. Especially for domestic VR, there is underexplored potential in exploiting physical elements of the often confined space in which it is used. In a literature review (n = 20), we analyzed VR interaction using haptic feedback with or without physical limitations. From this, we derive a design space for VR haptics across three spatial scales (seated, standing, and walking). In our narrow selection of papers, we found inspirations for future work and will discuss two example scenarios. Our work gives a current overview of haptic VR solutions and highlights strategies for adapting laboratory solutions to an everyday context. Full article
(This article belongs to the Special Issue Perception and Cognition in XR)
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