Research Topic

Everyday Virtual and Augmented Reality: Methods and Applications

About this Research Topic

Improvements in quality, affordability, and ease of setup are bringing Virtual Reality/Augmented Reality out of the lab and into everyday spaces like homes, schools, museums, entertainment venues, and health care settings. Users in these contexts can vary more widely and they typically do not have the insight or experience of developers or researchers, although some will become experts at using applications. Furthermore, methods developed in labs may face new challenges when deployed in less controlled everyday environments. This Research Topic focuses on techniques for, and studies of, “in-the-field” VR/AR targeted to everyday contexts and users. We welcome submissions on a wide range of topics as illustrated by the examples below. All submissions must clearly place their contributions in the context of everyday VR/AR.

We welcome submissions of Original Research and Reviews on (but not limited to) the following topics:

- Studies of VR/AR in everyday applications or contexts
- Large-scale delivery or portability (e.g., via the Web)
- Device enhancements for portability, affordability, reliability, or usability in everyday VR
- Techniques for detecting or mitigating problems such as cybersickness
- Interface or interaction aspects for everyday places or for casual users
- Accessible/inclusive/universal design to broaden the range of users and situations
- Considerations for special user populations such as children in schools
- Desk-centered / surface-centered VR and AR
- Methods enabling end-users to generate content or avatars automatically, rapidly, or easily
- Other content generation approaches specialized to everyday contexts such as education
- Multi-sensory feedback: Practical or low-cost approaches for everyday spaces or applications
- VR/AR ergonomics in everyday spaces or for frequent/prolonged use
- Assessment methods for remote or broadly-deployed everyday applications
- VR as a medium for social networking or teleconferencing by the general population
- Social aspects of VR/AR in everyday spaces
- Privacy and security for broad VR deployment

Please note that there is currently a 50% discount for all Article Processing Charges applied to manuscripts submitted before 31.12.2020 - this is already reflected in our Publishing Fees page.


Keywords: Everyday Virtual Reality, Everyday Augmented Reality, Social Virtual Reality, Educational Virtual Reality, Consumer Virtual Reality, Casual Virtual Reality, Ergonomics, Virtual Reality Games


Important Note: All contributions to this Research Topic must be within the scope of the section and journal to which they are submitted, as defined in their mission statements. Frontiers reserves the right to guide an out-of-scope manuscript to a more suitable section or journal at any stage of peer review.

Improvements in quality, affordability, and ease of setup are bringing Virtual Reality/Augmented Reality out of the lab and into everyday spaces like homes, schools, museums, entertainment venues, and health care settings. Users in these contexts can vary more widely and they typically do not have the insight or experience of developers or researchers, although some will become experts at using applications. Furthermore, methods developed in labs may face new challenges when deployed in less controlled everyday environments. This Research Topic focuses on techniques for, and studies of, “in-the-field” VR/AR targeted to everyday contexts and users. We welcome submissions on a wide range of topics as illustrated by the examples below. All submissions must clearly place their contributions in the context of everyday VR/AR.

We welcome submissions of Original Research and Reviews on (but not limited to) the following topics:

- Studies of VR/AR in everyday applications or contexts
- Large-scale delivery or portability (e.g., via the Web)
- Device enhancements for portability, affordability, reliability, or usability in everyday VR
- Techniques for detecting or mitigating problems such as cybersickness
- Interface or interaction aspects for everyday places or for casual users
- Accessible/inclusive/universal design to broaden the range of users and situations
- Considerations for special user populations such as children in schools
- Desk-centered / surface-centered VR and AR
- Methods enabling end-users to generate content or avatars automatically, rapidly, or easily
- Other content generation approaches specialized to everyday contexts such as education
- Multi-sensory feedback: Practical or low-cost approaches for everyday spaces or applications
- VR/AR ergonomics in everyday spaces or for frequent/prolonged use
- Assessment methods for remote or broadly-deployed everyday applications
- VR as a medium for social networking or teleconferencing by the general population
- Social aspects of VR/AR in everyday spaces
- Privacy and security for broad VR deployment

Please note that there is currently a 50% discount for all Article Processing Charges applied to manuscripts submitted before 31.12.2020 - this is already reflected in our Publishing Fees page.


Keywords: Everyday Virtual Reality, Everyday Augmented Reality, Social Virtual Reality, Educational Virtual Reality, Consumer Virtual Reality, Casual Virtual Reality, Ergonomics, Virtual Reality Games


Important Note: All contributions to this Research Topic must be within the scope of the section and journal to which they are submitted, as defined in their mission statements. Frontiers reserves the right to guide an out-of-scope manuscript to a more suitable section or journal at any stage of peer review.

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Topic Editors

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Submission Deadlines

22 February 2021 Manuscript
22 March 2021 Manuscript Extension

Participating Journals

Manuscripts can be submitted to this Research Topic via the following journals:

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Topic Editors

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Submission Deadlines

22 February 2021 Manuscript
22 March 2021 Manuscript Extension

Participating Journals

Manuscripts can be submitted to this Research Topic via the following journals:

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