This Research Topic is devoted to publishing extended versions of the Best Contributions presented at the 15th and 16th EuroVR international conferences, namely EuroVR 2018 held on 22-23 October 2018 in London, United Kingdom, and EuroVR 2019 held on 23-25 October 2019 in Tallin, Estonia.
Initiated during the INTUITION Network of Excellence in Virtual and Augmented Reality of the European Commission (2004-2008), the EuroVR international conferences bring together people from industry, commerce, and research, including technology developers or suppliers, who are all interested in virtual reality (VR), augmented reality (AR) or mixed reality (MR), and 3D user interfaces (3DUI). These annual events allow the attendees to exchange knowledge and share experiences of new results and applications, enjoy live demonstrations of current and emerging technologies, and form collaborations for future work.
Best Contributions of EuroVR 2018 and EuroVR 2019 are best research, applied results or the more promising works, selected by dedicated committees within the different tracks (namely: research, applied, posters and demos) of these two conference issues. Selected authors have been invited to prepare extended versions of their contributions. The papers submitted by the invited authors have been reviewed in a full selection process of Frontiers, before publishing the accepted ones here.
Topic of interest includes, but is not limited to VR, AR or MR, also named eXtended Reality (XR). It addresses more widely: Human-Computer Interaction (HCI), Virtual or Augmented Immersive Environments, Remote or Co-localized Immersive Collaboration,
DUI and/or 3D interactive metaphors, 3D acquisition and 3D reconstruction, Computer graphics and visualization techniques, Haptics, 3D audio, Vision-based motion tracking. It basically presents new research and results in:
(i) Design of VR/AR/MR systems: system architecture, distributed signal processing, neural network, computer networks, mobile computing, mobile devices, tangible interfaces, user interface plasticity, semantic segmentation, gamification;
(ii) Human factors and cognition issues in virtual or augmented immersive experiences: human engineering, virtual humans, Cybersickness, Presence, and so on;
(iii) VR/AR/MR applications for a number of domains: aerospace, automotive and transport, construction and architecture, manufacturing and engineering, medical and rehabilitation, training and education, cultural heritage, information retrieval, and more.
This Research Topic is devoted to publishing extended versions of the Best Contributions presented at the 15th and 16th EuroVR international conferences, namely EuroVR 2018 held on 22-23 October 2018 in London, United Kingdom, and EuroVR 2019 held on 23-25 October 2019 in Tallin, Estonia.
Initiated during the INTUITION Network of Excellence in Virtual and Augmented Reality of the European Commission (2004-2008), the EuroVR international conferences bring together people from industry, commerce, and research, including technology developers or suppliers, who are all interested in virtual reality (VR), augmented reality (AR) or mixed reality (MR), and 3D user interfaces (3DUI). These annual events allow the attendees to exchange knowledge and share experiences of new results and applications, enjoy live demonstrations of current and emerging technologies, and form collaborations for future work.
Best Contributions of EuroVR 2018 and EuroVR 2019 are best research, applied results or the more promising works, selected by dedicated committees within the different tracks (namely: research, applied, posters and demos) of these two conference issues. Selected authors have been invited to prepare extended versions of their contributions. The papers submitted by the invited authors have been reviewed in a full selection process of Frontiers, before publishing the accepted ones here.
Topic of interest includes, but is not limited to VR, AR or MR, also named eXtended Reality (XR). It addresses more widely: Human-Computer Interaction (HCI), Virtual or Augmented Immersive Environments, Remote or Co-localized Immersive Collaboration,
DUI and/or 3D interactive metaphors, 3D acquisition and 3D reconstruction, Computer graphics and visualization techniques, Haptics, 3D audio, Vision-based motion tracking. It basically presents new research and results in:
(i) Design of VR/AR/MR systems: system architecture, distributed signal processing, neural network, computer networks, mobile computing, mobile devices, tangible interfaces, user interface plasticity, semantic segmentation, gamification;
(ii) Human factors and cognition issues in virtual or augmented immersive experiences: human engineering, virtual humans, Cybersickness, Presence, and so on;
(iii) VR/AR/MR applications for a number of domains: aerospace, automotive and transport, construction and architecture, manufacturing and engineering, medical and rehabilitation, training and education, cultural heritage, information retrieval, and more.