Introduction to Virtual and Augmented Reality
Virtual and augmented reality (VR/AR) technologies have change into increasingly reasonably priced and accessible, resulting in their adoption in various on a regular basis contexts corresponding to homes, schools, and healthcare settings. This article presents a group of research studies that provide insights into the on a regular basis use of VR/AR and techniques for improving interfaces. The studies cover field research on on a regular basis applications, input methods for enhanced interaction, and opinions on using VR/AR for specific populations.
Field Studies on Everyday Virtual Reality
Several studies investigated using VR in on a regular basis contexts, including its application in mitigating pain during tattooing, and supporting virtual meetings and classes. Pimentel et al. conducted a study on using VR to scale back pain during tattooing, using an underwater environment with Oculus headsets. The results showed that VR might be effective in reducing pain, but practical features corresponding to compatibility with body positions and avoiding reflexive responses must be considered.
Other studies explored using networked VR to support virtual meetings and classes. Ahn et al. evaluated using Mozilla Hubs for a distant conference, finding that it increased social presence and variety of attendees, but in addition encountered technical and practical issues. Yoshimura and Borst conducted an analogous study on a distant class, finding that VR increased reported presence and motivation, but in addition encountered issues with discomfort and technical glitches.
Input and Interaction Methods
Two studies focused on improving input methods for VR/AR interactions. Kern et al. developed a way for extending handheld controllers to support writing and sketching in VR/AR, using an Apple Pencil mounted on an Oculus Controller. The results showed promising initial results, with potential applications in networked VR meetings and presentations.
Isaac et al. presented a plausibility-based filter to enhance hand tracking in VR, using optical hand tracking with headset-embedded cameras. The filter adjusted joint angles to anatomically feasible values, reducing errors and improving hand tracking accuracy.
Opinions and Perspectives
Two opinion articles discussed using VR/AR for specific populations. Seifert and Schlomann emphasized the necessity for more effort and investment to support the needs of older adults, suggesting participatory design and support for developed tools. Reen et al. surveyed considerations for educational VR in molecular science education, highlighting the necessity for hands-on experiential capabilities to speak abstract theoretical concepts.
Author Contributions and Conflict of Interest
All authors contributed substantially as editors of papers on this special topic, with no business or financial relationships that could possibly be construed as a possible conflict of interest.
Conclusion
In conclusion, the studies presented in this text display the potential of VR/AR technologies in various on a regular basis contexts, including pain mitigation, virtual meetings, and education. However, in addition they highlight the necessity for further research and development to handle practical and technical issues, in addition to to support specific populations corresponding to older adults and students. As VR/AR technologies proceed to evolve and change into more accessible, it is important to prioritize user-centered design, accessibility, and effectiveness to make sure their successful adoption in on a regular basis life.