Recent advances in extended reality (XR) technologies allow for the design of varying degrees of photorealistic experiences that have never been experienced by previous generations. Aligned with these advances, scholarly works examining whether and how users perceive virtual experiences in XR environments as realistic, revolving around the concepts of presence and embodiment, have also been blossoming in recent days. This interest is expected to increase further with the release of new high-resolution mixed reality (MR) headsets, such as Apple's Vision Pro and Varjo XR-3, which feature photorealistic visual fidelity and a wide field of view. To construct photorealistic experiences within XR environments, the industry and academia commonly emphasize the integration of state-of-the-art simulation tools, such as 3D modelling (e.g., photogrammetry, LiDAR, point clouds), and motion capture (e.g., eye, hand, and positional tracking), as important. However, the question of whether and how the implementation of such simulation tools may indeed contribute to enhancing the realism of XR experiences on the perceptual level remains unanswered. Furthermore, there are likely many individual and contextual factors that may interact with the tools, moderating the perceived realism.
To contribute to establishing the empirical foundation regarding the role of recent simulation tools developed for tailoring photorealistic XR experiences and their potential interplay with individual and contextual factors in influencing the perceived realism of XR experiences, this special issue calls for papers that explore the intersection of technical and human elements in determining the perceived realism of XR experiences. In this special issue, we invite authors to present their latest empirical work examining the effects of recent simulation tools (e.g., 3D modelling, motion capture) and their possible interplay with human factors (e.g., dispositional traits, biological traits) and contextual factors (e.g., task characteristics) in influencing users' perceived realism of XR experiences. Perceived realism, in this special issue, can be extended to various concepts that share conceptual meaning with realism—e.g., presence, embodiment, plausibility illusion, and immersion. Although priority will be given to empirical work, position papers will also be considered for publication. Submissions must focus on recent XR technologies such as VR, AR, and MR, in which relevant simulation tools are implemented to construct photorealistic XR experiences.
Keywords:
Extended Reality, Virtual Reality, Augmented Reality, Mixed Reality, Immersive Technologies, Simulation, Emotional Responses, Cognitive Processing
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.
Recent advances in extended reality (XR) technologies allow for the design of varying degrees of photorealistic experiences that have never been experienced by previous generations. Aligned with these advances, scholarly works examining whether and how users perceive virtual experiences in XR environments as realistic, revolving around the concepts of presence and embodiment, have also been blossoming in recent days. This interest is expected to increase further with the release of new high-resolution mixed reality (MR) headsets, such as Apple's Vision Pro and Varjo XR-3, which feature photorealistic visual fidelity and a wide field of view. To construct photorealistic experiences within XR environments, the industry and academia commonly emphasize the integration of state-of-the-art simulation tools, such as 3D modelling (e.g., photogrammetry, LiDAR, point clouds), and motion capture (e.g., eye, hand, and positional tracking), as important. However, the question of whether and how the implementation of such simulation tools may indeed contribute to enhancing the realism of XR experiences on the perceptual level remains unanswered. Furthermore, there are likely many individual and contextual factors that may interact with the tools, moderating the perceived realism.
To contribute to establishing the empirical foundation regarding the role of recent simulation tools developed for tailoring photorealistic XR experiences and their potential interplay with individual and contextual factors in influencing the perceived realism of XR experiences, this special issue calls for papers that explore the intersection of technical and human elements in determining the perceived realism of XR experiences. In this special issue, we invite authors to present their latest empirical work examining the effects of recent simulation tools (e.g., 3D modelling, motion capture) and their possible interplay with human factors (e.g., dispositional traits, biological traits) and contextual factors (e.g., task characteristics) in influencing users' perceived realism of XR experiences. Perceived realism, in this special issue, can be extended to various concepts that share conceptual meaning with realism—e.g., presence, embodiment, plausibility illusion, and immersion. Although priority will be given to empirical work, position papers will also be considered for publication. Submissions must focus on recent XR technologies such as VR, AR, and MR, in which relevant simulation tools are implemented to construct photorealistic XR experiences.
Keywords:
Extended Reality, Virtual Reality, Augmented Reality, Mixed Reality, Immersive Technologies, Simulation, Emotional Responses, Cognitive Processing
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.