PRESENCE-Virtual and Augmented Reality

Scope & Guideline

Bridging Realities with Scholarly Insight

Introduction

Delve into the academic richness of PRESENCE-Virtual and Augmented Reality with our guidelines, detailing its aims and scope. Our resource identifies emerging and trending topics paving the way for new academic progress. We also provide insights into declining or waning topics, helping you stay informed about changing research landscapes. Evaluate highly cited topics and recent publications within these guidelines to align your work with influential scholarly trends.
LanguageEnglish
ISSN1054-7460
PublisherMIT PRESS
Support Open AccessNo
CountryUnited States
TypeJournal
Convergefrom 1992 to 2024
AbbreviationPRESENCE-VIRTUAL AUG / PRESENCE-Virtual Augmented Reality
Frequency4 issues/year
Time To First Decision-
Time To Acceptance-
Acceptance Rate-
Home Page-
AddressONE ROGERS ST, CAMBRIDGE, MA 02142-1209

Aims and Scopes

The journal 'PRESENCE-Virtual and Augmented Reality' aims to advance the understanding of immersive technologies and their applications across various domains. It focuses on the interplay between virtual reality (VR), augmented reality (AR), and mixed reality (MR), emphasizing both theoretical frameworks and practical implementations.
  1. 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.
  2. 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.
  3. 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.
  4. User Interaction and Engagement:
    The journal examines user behaviors and interactions within virtual environments, including factors that influence engagement, loyalty, and overall user experience.
  5. 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.
The journal has seen a rise in certain themes that reflect current interests and advancements in the field of immersive technologies. These emerging scopes indicate the evolving landscape of research within 'PRESENCE-Virtual and Augmented Reality'.
  1. Metaverse Technologies:
    There is a growing interest in the implications and applications of metaverse technologies, particularly regarding user intentions, gratifications, and educational opportunities.
  2. 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.
  3. 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.
  4. 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.
  5. 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

While several themes continue to thrive within the journal, certain areas of research appear to be diminishing in frequency or significance. The following themes have shown a decline in recent publications.
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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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