Showing posts with label Journals. Show all posts
Showing posts with label Journals. Show all posts

29 April 2026

TVCG 2026 Article

Recently, I co-authored a journal paper that was published at IEEE Transactions on Visualization and Computer Graphics. The paper is entitled “Interaction Under Whole-Body User Rotations in VR Space”. The study investigated how changes in a user’s virtual pitch orientation affect interaction performance and subjective experience. Using a within-subject design, 30 seated participants were exposed to 12 virtual tilt conditions ranging from moderate to extreme angles (±180°), while measures of comfort, simulator sickness, perceptual responses, and task performance were collected.

Results showed no significant increases in nausea, disorientation, or discomfort, with moderate tilts performing similarly to baseline conditions; even extreme tilts produced only low levels of nausea. Performance outcomes were mixed, as forward tilts resulted in similar or slightly improved performance, whereas backward tilts caused modest but statistically insignificant declines. Overall, the findings suggest that VR experiences with virtual body orientations differing from the user’s physical posture can be implemented without compromising comfort or performance.

More information:

https://www.computer.org/csdl/journal/tg/5555/01/11475228/2fuM7XOCKcg

12 March 2026

IEEE Access 2026 Article

Recently, I co-authored an open-access journal paper that was published at IEEE Access. The paper is entitled “An Augmented Reality System With an Offline LSTM-Based Fault Recognition Model for Sewer Pipeline Inspection”. The paper introduces XR5.0, a novel framework that combines artificial intelligence with extended reality (XR) technologies to support the vision of Industry 5.0, where advanced digital systems are designed around human needs and capabilities. The research proposes a human-centric XR paradigm that integrates immersive environments with AI to enhance collaboration between workers and intelligent machines.

A key component of the approach is the use of human-centred digital twins, which create digital representations of users to enable XR systems to adapt training, guidance, and information delivery according to individual skills, context, and tasks. The framework also integrates advanced AI techniques (including explainable AI, generative AI, active learning, and neurosymbolic AI) to provide real-time decision support and personalized learning within immersive environments. These capabilities enable practical applications such as industrial training, remote maintenance, assembly guidance, and product design simulations.

More information:

https://ieeexplore.ieee.org/abstract/document/11363212

22 May 2022

Special Issue on User Evaluation for VR Games

The rapid development of motion tracking, miniature displays, communication technologies, and the unique characteristics (immersion, realism, engagement) of immersive virtual reality (VR) technologies have changed the nature of gaming and, to a large extent, helped shape its future. The way players interact, and experience VR games is very different from traditional platforms. For instance, VR players are moving from (1) 2D screen-based gaming to 360° gaming, (2) playing the character to being the character, and (3) limited sensory feedback to complete feedback (e.g., touch, taste, smell). Despite these changes, current research on VR games still relies primarily on user evaluation methods and approaches designed for traditional 2D screen-based games. As VR becomes more pervasive, more attention needs to be paid to designing, reconfiguring, or validating methods and approaches for evaluating gameplay and experiences in VR games.

VR provides a golden opportunity for using real-time measures of human responses essential to the players' experience. Traditional physiological or biometrics such as eye-tracking and heart rate, electroencephalography and electromyography, emotions/expressions could be considered and adapted for assessing VR gameplay experience, but they need to be validated. In addition, these physiological data have the potential to be used in real-time to improve the user and gameplay experience. Real-time use of such data remains largely underexplored. This special issue focuses on exploring novel and state-of-the-art user evaluation methods for VR games. We are looking for model papers with high standard, rigorously tested user evaluation methods that other researchers can follow and build on. The special issue aims to bring together researchers from various backgrounds to report their novel methods, approaches, and designs to assess VR gameplay and experience.

More information:

https://transactions.games/submit/special-issues

26 January 2010

Interactive Worlds Journal

I have founded a new open access journal, called International Journal of Interactive Worlds (IJIW). The aim of IJIW is to disseminate research conducted in the area of Interactive Worlds and its related domains. Ranging from mobile devices that augment the real world to the virtual environments of simulations and computer games, Interactive Worlds have established themselves as elements of everyday life. Due to the multidisciplinary nature of this area the journal will welcome submissions from a wide range of topics. The emphasis will be on the publication of high quality articles, from descriptions of specific algorithms to full system implementations, rapidly and freely available to researchers, practitioners and decision makers worldwide.

IJIW will also organise regular special issues, as well as accept state of the art reports and communications. It will also accept best papers from peer reviewed conferences. The mission of the journal is to promote the synthesis of knowledge generated in domains related to Interactive Worlds and the publication of peer-reviewed technical content that covers current research and development in this new field of study. Manuscripts will be evaluated for originality, significance, clarity, and contribution. Submitted manuscript must not have been previously published or currently submitted for publication elsewhere and will follow a blind peer review process.

More information:

http://www.ibimapublishing.com/journals/IJIW/ijiw.html