PRESENCE-Virtual and Augmented Reality
Scope & Guideline
Bridging Realities with Scholarly Insight
Introduction
Aims and Scopes
- Immersive Technologies Research:
The journal publishes studies that explore the principles and effects of immersive technologies, including virtual reality, augmented reality, and mixed reality, on user experiences. - Applications in Education and Training:
A significant focus is placed on how VR and AR can enhance educational practices, particularly in healthcare and skill development, through innovative teaching methods and environments. - Psychological and Emotional Impact:
Research often investigates the psychological effects of immersive experiences, such as presence, embodiment, and emotional responses, highlighting the importance of user perception and interaction. - User Interaction and Engagement:
The journal examines user behaviors and interactions within virtual environments, including factors that influence engagement, loyalty, and overall user experience. - Multidisciplinary Approaches:
PRESENCE encourages interdisciplinary research that combines fields such as psychology, computer science, education, and art to foster a comprehensive understanding of immersive technologies.
Trending and Emerging
- Metaverse Technologies:
There is a growing interest in the implications and applications of metaverse technologies, particularly regarding user intentions, gratifications, and educational opportunities. - Healthcare Applications:
Research focusing on the use of immersive technologies in healthcare education and rehabilitation is trending, emphasizing their potential to enhance learning outcomes and patient experiences. - Emotional and Social Interactions:
Studies exploring emotional experiences and social interactions in virtual environments are gaining traction, highlighting the importance of user connection and empathy. - Gamification and User Engagement Strategies:
The exploration of gamification techniques within VR environments to boost user engagement and learning is on the rise, reflecting a shift towards interactive and participatory experiences. - Cross-Disciplinary Applications:
Emerging themes include the application of immersive technologies across various fields such as art, architecture, and social sciences, showcasing the versatility and adaptability of VR and AR.
Declining or Waning
- Basic Technical Development:
Research focusing solely on the technical development of VR and AR systems, without exploring user experience or application contexts, has decreased as the field matures. - Traditional Media Comparisons:
Comparative studies between traditional media (e.g., video, 2D screens) and immersive technologies are less prominent, as the focus shifts towards immersive experiences rather than comparisons. - Generalized Presence Studies:
Broader studies on presence that do not link to specific applications or user experiences have waned, as researchers now favor context-specific investigations. - Hardware-Specific Research:
There is a noticeable reduction in research dedicated to specific hardware advancements, as the focus has moved towards software applications and user interactions. - Single-Domain Focus:
Papers that concentrate on a single discipline (e.g., purely gaming or entertainment) are less common, as the journal seeks to promote more interdisciplinary discussions.
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