Professional Documents
Culture Documents
sciences
Review
A Review of Human–Computer Interaction and Virtual Reality
Research Fields in Cognitive InfoCommunications
Jozsef Katona
CogInfoCom Based Learn Ability Research Team, Department of Software Development and Application,
Informatics Institute, University of Dunaujvaros, 2400 Dunaujvaros, Hungary; katonaj@uniduna.hu;
Tel.: +36-(25)-551-605
efficient and new procedures, mathematical modelling, learning techniques and related
behavioural andprocedures,
new new
efficient andresearch procedures,
help to better mathematical
understand
mathematical modelling,
perceptual
modelling, andlearning
brain
learning techniques
processes
techniques and
also.
and related behavioural
related
research
behavioural research help
help to to better
better understand
understand perceptual
perceptual and
and brain
brain processes
processes also.
also.
Speechability,
communication,
Virtual and emotion
Speechability,
Augmented interaction
communication, Mathability
Realityand
Virtual emotion
Augmented interaction Mathability
Reality Brain Computer
CogInfoCom
Interfaces &
Aided
Human and Bio-
Brain Computer
Engineering
CogInfoCom interfaces
Interfaces &
Aided
Human and Bio-
Engineering
interfaces
Human
Socio-Cognitive
ICT CogInfoCom Computer
Interaction
Human
Socio-Cognitive
ICT CogInfoCom Computer
Interaction
VR-based
education &
Cognitive data Educoaching
VR-based&
visualization CogInfoCom
education &
Cognitive data based learning&
Educoaching
visualization abilities
CogInfoCom
Human factors, Digital based learning
E-health, and transformation abilities
People with
Human factors, Linguistic and environment
Digital for
Specific Needs
E-health, and Behavioural education
transformation
People with Interactionand
Linguistic environment for
Specific Needs Analysis
Behavioural education
Interaction
Analysis
Figure 2. The 11th IEEE International Conference on Cognitive Infocommunications conference presentations were seen by
Figure 2. The 11th IEEE International Conference on Cognitive Infocommunications conference
participants in 3D virtual space.
presentations
Figure 2. Thewere
11th seen
IEEEby participantsConference
International in 3D virtual
on space.
Cognitive Infocommunications conference
presentations were seen by participants in 3D virtual space.
Appl. Sci. 2021, 11, 2646 3 of 14
Moreover, the following journal special issues (Table 1) have appeared on CogInfo-
Appl. Sci. 2021, 11, 2646 Com-related topics. 3 of 13
Year
Moreover, the following journal Special Issuesissues (Table 1) have appeared on
special Editor(s)
CogInfoCom-
2021 Applications
related topics. of Cognitive Infocommunications (CogInfoCom) J. Katona
Digital Transformation Environment for Education in the Space
2021 Gy. Molnar
of CogInfoCom
Table 1. Journal special issues related to CogInfoCom topics.
Special Issue on Digital Transformation Environment for Edu-
2020 Gy. Molnar
Year Special Issues cation in the Space of CogInfoCom Editor(s)
2021 2019
Applications of Cognitive Special Issue on(CogInfoCom)
Infocommunications Cognitive Infocommunications J. Katona P. Baranyi
2019 Special Issue on Cognitive
Digital Transformation Environment for Education in the Space of Infocommunications P. Baranyi
2021 Joint Special Issue on TP Model Transformation and Gy. Molnar
Cognitive
CogInfoCom
2018 P. Baranyi
Special Issue on Digital Transformation Environment Infocommunications
for Education
2020 Gy. Molnar
in the Space of CogInfoCom
2018 Special Issue on Cognitive Infocommunications P. Baranyi
2019 Special Issue on Cognitive
CogInfoComInfocommunications
Enabled Research and Applications in Engineer- P. Baranyi
2019 2015
Special Issue on Cognitive Infocommunicationsing B. Solvang, W.D. Solvang
P. Baranyi
Joint Special Issue2014
on TP Model Transformation and Cognitive
Knowledge Bases for Cognitive Infocommunications Systems P. Baranyi, H. Fujita
2018 P. Baranyi
Infocommunications
Multimodal Interfaces in Cognitive Infocommunication Sys-
2018 Special Issue on Cognitive Infocommunications
2014 P. Baranyi
P. Baranyi, A. Csapo
2015 CogInfoCom Enabled Research and Applications in Engineering tems B. Solvang, W.D. Solvang
2014 Knowledge Bases2014 Speechability of CogInfoCom
for Cognitive Infocommunications Systems Systems A.Fujita
P. Baranyi, H. Esposito, K. Vicsi
2014 2013in Cognitive
Multimodal Interfaces Special Issue on Cognitive
Infocommunication InfocommunicationsP. Baranyi, A. Csapo
Systems P. Baranyi
2014 2012
Speechability of CogInfoCom Systems CogInfoCom 2012 H. Charaf
A. Esposito, K. Vicsi
2013 Special Issue on Cognitive Infocommunications P. Baranyi
P. Baranyi, G. Sallai, A.
2012 2012CogInfoCom 2012 Cognitive Infocommunications H. Charaf Csapo
2012 Cognitive Infocommunications P. Baranyi, G. P.
Sallai, A. Csapo
Baranyi, H. Hashimoto,
2012 2012
Cognitive Cognitive Infocommunications P. Baranyi, H. Hashimoto, G. Sallai
Infocommunications G. Sallai
3.3.Related
RelatedPapers
Papers
3.1.
3.1.Human–Computer
Human–ComputerInteraction
Interaction(HCI)
(HCI)
HCI,
HCI,also
alsocalled
calledhuman–machine
human–machineinteraction
interaction(HMI)
(HMI)refers
referstotothe
theinterfaces
interfacesbetween
between
computer
computertechnology
technologyand andpeople
peopleasasusers
users(Figure
(Figure3).3).The
Theaimaimofofthis
thissection
sectionisistotoprovide
provide
ananoverview
overviewofofHCIHCI fields which
fields whichwere published
were publishedon on
International
InternationalConference
Conference on Cognitive
on Cogni-
Infocommunications
tive Infocommunications (CogInfoCom) and itsand
(CogInfoCom) special issues. issues.
its special For thisForoverview, two search
this overview, two
engines
search engines were used to collect papers over the specified time period thatselected
were used to collect papers over the specified time period that were were se-
using
lectedthe following
using boolean string:
the following boolean((Human ComputerComputer
string: ((Human Interaction OR HCI) OR
Interaction OR (Human
HCI) OR
Machine
(HumanInteraction OR HMI) OR
Machine Interaction OR (Brain
HMI) OR Computer Interface OR
(Brain Computer BCI) OR
Interface OREye Tracking
BCI) OR Eye
OR Gaze Tracking OR Gesture Control). 2012–2020 was chosen as
Tracking OR Gaze Tracking OR Gesture Control). 2012–2020 was chosen as the timeline the timeline for this
literature review, as the publications of the conference series related to the field
for this literature review, as the publications of the conference series related to the field of of science
and its special
science and itsissue canissue
special be found in the
can be foundmajor databases
in the in this time
major databases in band untilband
this time 2021 until
Q1.
A2021
further condition was formulated as an additional criterion: (Citations
Q1. A further condition was formulated as an additional criterion: (Citations numbernumber ≥ 10 in
IEEE Xplore OR in Scopus until 2021 Q1).
≥ 10 in IEEE Xplore OR in Scopus until 2021 Q1).
Figure3.3.High-level
Figure High-leveldiagram
diagramofofaatypical
typicalhuman–computer
human–computerinteraction
interaction(HCI).
(HCI).
(a)
(a) (b)
(b)
Figure
Figure 5.
Figure5. Leap
5.Leap Motion
LeapMotion controller
Motioncontroller (a)
controller(a) and
(a)and Myo
andMyo armband
Myoarmband (b).
armband (b). [9].
(b). [9].
[9].
J.J. Zsolt
Zsolt et et al.al. [11]
[11] described
described aa self-developed
self-developed system system for for replacing
replacing computer
computer input input
peripherals (keyboard
peripherals (keyboardand
(keyboard andmouse)
and mouse)using
mouse) usingeye
using eye
eye path
path
path tracking.
tracking.
tracking. In In In
some some
some cases,
cases,
cases, gaze gaze
gaze
controlcontrol
control
can
can
can be much
be
be much much
more more
more informative
informative
informative than
thanthansimple simple
simple
mouse mouse
mouse movement,
movement,
movement, as not asonly
as not only
not only
the paththe path
the path
of theofofgaze
the
the
gaze
gaze butthe
but
but also also
also the emotional
the
emotional emotional factors
factorsfactors
become become
become
readable readable
readable
in this inin this
way.this way.
A.way.Torok A.etTorok
A. Torok
al. [12] etanalyzed
et al. [12]
al. [12] ana-
ana-
the
lyzed
technique the technique
of reading of
a reading
colorful a colorful
early map early
by map
examining
lyzed the technique of reading a colorful early map by examining eye movement param- by examining
eye movement eye movement
parameters, param-
where
it waswhere
eters,
eters, observed
where itit wasthatobserved
was test subjects
observed that spend
that more time
test subjects
test subjects spend
spend studying
more time
more the studying
time cluttered
studying area, but this
the cluttered
the cluttered
effectbut
area,
area, canthis
but be related
this effect can
effect to eccentricity.
can be related
be related to toThe experiences
eccentricity.
eccentricity. The
The and the obtained
experiences
experiences andresults
and can contribute
the obtained
the obtained results
results
to the
can
can design and
contribute
contribute to development
to the
the design and
design of modern user
and development
development interfaces.
of modern
of modern user userK.interfaces.
Hercegfi et
interfaces. K.al.
K. [13] present
Hercegfi
Hercegfi et al.
et al.
the usability
[13]
[13] present the
present testing
the of a semi-intelligent
usability
usability testing of
testing agent called agent
of aa semi-intelligent
semi-intelligent the
agent Emotional
called the
called Display
the Emotional
Emotional Object of the
Display
Display
Virtualof
Object
Object Collaboration
of the Virtual
the Arena (VirCA)
Virtual Collaboration
Collaboration based
Arena
Arena on interviews
(VirCA)
(VirCA) based on
based onand eye-tracking.
interviews
interviews The results
and eye-tracking.
and eye-tracking.
show
The that
The results selective
results showshow that attention
that selective is quite
selective attention strong
attention is is quiteand during
quite strong
strong and new
and during tasks
during new the test
new tasks subjects
tasks the testfocus
the test sub-
sub-
only
jects on
jects focus the
focus only most
only on important
on the
the most points
most important of the
important points screen
points of for
of the the
the screen solution
screen for for the and for
the solution the
solution and less
and for important
for the
the less
less
parts they parts
important
important do
parts nottheynotice
they dothe
do notchanges
not notice the
notice during
the changes
changes the observation.
during the
during A. Kovari et A.
the observation.
observation. al. [14]
A. Kovari
Kovari examine
et al.
et al.
the forms
[14]
[14] examine
examine and the
the effectiveness
forms and
forms of the debugging
and effectiveness
effectiveness thephase
of the
of of software
debugging
debugging phasedevelopment
phase of software
of through eye
software development
development
movement
through
through eyetracking
eye movement
movement with the involvement
tracking
tracking with the
with of test subjects.
the involvement
involvement of test
of testAfter examining
subjects.
subjects. the
After examining
After results,
examining
it can be
the results,
the seen
results, itit can that
can be test
be seen subjects
seen thatthat test who
test subjectsmade
subjects who many
who made minor
made many modifications
many minor minor modifications as well
modifications as as
asmore
well
well
frequent
as more
as compilations
more frequent
frequent compilations and
compilations and runs with
and runs less
runs with efficiency
with less and
less efficiency more
efficiency and time
and more required,
more time discovered
time required,
required, dis- dis-
and corrected
covered
covered and more hidden
and corrected
corrected moreerrors
more hidden
hidden in errors
the
errorssource
in the
in code
the thancode
source
source those
code whothose
than
than placed
those who
who moreplaced
placedemphasis
more
more
on interpretation,
emphasis
emphasis on and they used
on interpretation,
interpretation, and they
and the ability
they used the
used to compile
the ability to
ability toand run the
compile
compile and
and application
run the
run less often.
the application
application
T. Ujbanyi
less
less often. T.
often. et Ujbanyi
T. al. [15] examine
Ujbanyi et al.
et al. [15] eye
[15] movement
examine
examine parametersparameters
eye movement
eye movement in the context
parameters of the
in the
in the acquisition
context
context of the
of the
of IT skills.
acquisition of
acquisition The
of IT results
IT skills.
skills. Theobtained
The results show
results obtained that
obtained show differences
show that in gaze
that differences
differences inmovement
in gaze can
gaze movement be
movement detectedcan
can
in detected
be
be students
detected with in different
in students
students withlevels
with of knowledge,
different
different levels of
levels offrom which conclusions
knowledge,
knowledge, from which
from whichcan be stated and
conclusions
conclusions can
can
related
be stated to
stated and effectiveness,
and related
related to success
to effectiveness, or failure
effectiveness, success of
success or learning.
or failure Figure
failure of 6
of learning. shows
learning. Figure Figure cost-effective
two
be 66 shows
shows two two
and reliable eye tracker devices that were used in the reviewed literatures.
cost-effective and
cost-effective and reliable
reliable eye eye tracker
tracker devices
devices that that were
were usedused in in the
the reviewed
reviewed literatures.
literatures.
(a)
(a) (b)
(b)
Figure
Figure 6.
Figure6. The
6.The Eye
TheEye Tribe
EyeTribe tracker
Tribe tracker [15]
tracker [15] (a),
[15] (a), the Gazepoint
(a), the
the Gazepoint GP3
Gazepoint GP3 Eye
GP3 Eye tracker
Eye tracker [14]
tracker [14] (b).
[14] (b).
(b).
A. Garai
A.
A. Garai et
Garai et al.
al. [16] examine HMI
[16] examine HMI for
for body-sensors
body-sensors that that collect
collect and store health
and store health data
data
about its
about its user
user and
and extends
extends anan adaptive
adaptive eHealth
eHealth content
content management
management methodology. Such
methodology. Such
informationand
information
information andtelecommunication
and telecommunicationsystems
telecommunication systems
systems make
make
make it possible
itit possible
possible to monitor
to monitor
to monitor the patient’s
the patient's
the patient's live
live
live data
data away
data away
away from from
from classical classical
classical medicalmedical institutions.
medical institutions.
institutions. B. B.
B. Solvang
Solvang etSolvang
et al. et
al. [17]al. [17]
[17] present present
present aa new a new
new archi-
archi-
architecture
tecture
tecture for for human–machine
for human–machine
human–machine andand
and machine-to-machine
machine-to-machine
machine-to-machine communicationand
communication
communication andcontrol
and control that
control that
facilitates communication between old and new devices and equipment and improves
human–machine interaction through more efficient integration. some sub-units can make
better use of their capabilities.
Appl. Sci. 2021, 11, 2646 6 of 13
Table 2 summarizes the year of reviewed publications of this section, the area of
applicability of the obtained results, and the applied HCI/HMI components.
Table 2. The area of applicability of the results of the reviewed literature and the applied human–computer
interaction/human–machine interaction (HCI/HMI) components.
Authors Work Year The area of applicability of the results HCI/HMI Component
human-robot interaction, mobile robots, velocity
J. Katona et al. [5] 2016 EEG-based BCI 1
control
medical signal detection, robotics, neurophysiology,
M. Tariq et al. [6] 2017 EEG-based BCI
patient rehabilitation
education, observe the level of vigilance, cognitive
J. Katona et al. [7,8] 2018 EEG-based BCI
actions
gesture recognition, human-computer interaction,
G. Sziladi et al. [9] 2017 Gesture Control
mouse controllers (computers), controlling systems
gesture recognition, haptic interfaces, image
B. A. Csapo et al. [10] 2016 Gesture Control
motion analysis, motion control, auditory control
human-computer interaction, emotional
J. Zsolt et al. [11] 2012 Eye/Gaze tracking
recognition, iris detection
data visualization, user interfaces, task
A. Torok et al. [12] 2017 Eye/Gaze tracking
analysis, cognition
human-robot interaction, virtual reality,
K. Hercegfi et al. [13] 2019 Eye/Gaze tracking
virtual agent
A. Kovari et al. [14] 2020 programming, debugging, education Eye/Gaze tracking
T. Ujbanyi et al. [15] 2016 computer network, visualization, education Eye/Gaze tracking
medical computing, telemedicine, cloud
A. Garai et al. [16] 2016 Body-sensors
computing, health care, embedded systems
human-machine interaction, inter-machine
B. Solvang et al. [17] 2012 Shop-Floor architecture
interaction, manufacturing equipment
1 EEG-based BCI: Electroencephalogram-based Brain-Computer Interface.
With the development of technology, it is assumed by A. Torok [18] that the efficiency
and reliability of HCI-based systems can be improved, but in order to be able to design and
implement highly efficient, understandable and manageable HCI-based systems, we need
to know human behavior, human limits, human needs, and human cognition. In addition,
I. Siegert et al. [19] mentioned that we need to pay attention to the overlapping speech
effect present in HCI communication and also make recommendations to avoid this.
Figure7.7.Tools
Figure Toolsand
andtheir
theirconnections
connectionsfor
forproducing
producingvirtual
virtualreality
reality(VR)
(VR)training
trainingscenarios.
scenarios.
S.S.Korečko
Korečkoetetal. al.[22]
[22]examine
examinethe theevaluation
evaluationofofcognitive
cognitivefunctions
functionsofofthe thevisual
visualspace
space
and
andthe
thepossibilities
possibilitiesofofteaching
teachingininaavirtual
virtualenvironment.
environment.The Thestudy
studyusedusedcognitive
cognitivetests,
tests,
EEG measurements, cognitively
EEG measurements, cognitively stimulating tasks and two VR games in an
tasks and two VR games in an immersive 3D immersive
3D virtual
virtual environment-based
environment-based CAVE
CAVE (Cave
(Cave Automatic
Automatic Virtual
Virtual Environment)
Environment) system.
system. The The
ob-
obtained results can contribute to the comprehensive study of various
tained results can contribute to the comprehensive study of various cognitive processes cognitive processes
ininthe
thefield
fieldofofcognitive
cognitiveresearch.
research.
InInthe
thelast
lastdecade,
decade,distance
distancelearning,
learning,alsoalsoknown
knownas ase-learning,
e-learning,isisincreasingly
increasinglyemerg-
emerg-
ing in the field of higher education, in which teachers make the most static
ing in the field of higher education, in which teachers make the most static content avail- content available.
Today, however,
able. Today, remote remote
however, and virtual
and laboratories are gaining
virtual laboratories ground,ground,
are gaining especially in the en-
especially in
gineering disciplines. T. Budai et al. [23] examine the possibilities
the engineering disciplines. T. Budai et al. [23] examine the possibilities of developing of developing such
laboratory systems
such laboratory and current
systems solutions,
and current focusingfocusing
solutions, primarily on higher
primarily oneducation, stating
higher education,
that
stating that with the help of CogInfoCom we can explore the important factors that canto
with the help of CogInfoCom we can explore the important factors that can be used be
increase the efficiency of such systems. G. Csapo [24] presents a 3D virtual
used to increase the efficiency of such systems. G. Csapo [24] presents a 3D virtual envi- environment
implemented in MaxWhere,
ronment implemented where students
in MaxWhere, wherewere provided
students werewith all the with
provided information and
all the infor-
resources that could support the effective mastery of spreadsheet programming,
mation and resources that could support the effective mastery of spreadsheet program- computer
problem solving, database management, and building algorithms. In an electrical engineer-
ming, computer problem solving, database management, and building algorithms. In an
ing course, it is quite difficult for students to teach the structure and operation of various
electrical engineering course, it is quite difficult for students to teach the structure and
electrical machines and drives with 2D illustrations, while using 3D, animated content
operation of various electrical machines and drives with 2D illustrations, while using 3D,
can make this process much more efficient. Z. Kvasznicza [25] focuses on more efficient
animated content can make this process much more efficient. Z. Kvasznicza [25] focuses
training of asynchronous machines in a 3D VR space and emphasizes that devices and
on more efficient training of asynchronous machines in a 3D VR space and emphasizes
equipment that are difficult and expensive to obtain in physical reality can be produced
that devices and equipment that are difficult and expensive to obtain in physical reality
easily and cost-effectively in a virtual environment. Computer science requires a kind
can be produced easily and cost-effectively in a virtual environment. Computer science
of inventive thinking, so we should strive to develop student creativity and innovative
thinking in university education as well. Based on G. Bujdoso’s [26] results, it can be
stated that with the help of virtual reality, these abilities can be significantly improved.
The study was conducted in a so-called immersive VR (iVR) system developed on the
MaxWhere platform, which offers a wide range of opportunities for user interaction and
provides tools to trigger cognitive processes that can contribute to the development of
inventive thinking. According to A. Kovari [27], by supporting IT tools and technologies
based on CogInfoCom, such as 3D VR learning environments, traditional education can be
expanded and made more efficient, resulting in increased learning efficiency, motivation
and creativity. A. Csapo et al. [28] also examine VR environments from a psychological
sults, it can be stated that with the help of virtual reality, these abilities can be significantly
improved. The study was conducted in a so-called immersive VR (iVR) system developed
on the MaxWhere platform, which offers a wide range of opportunities for user interac-
tion and provides tools to trigger cognitive processes that can contribute to the develop-
ment of inventive thinking. According to A. Kovari [27], by supporting IT tools and tech-
Appl. Sci. 2021, 11, 2646 8 of 13
nologies based on CogInfoCom, such as 3D VR learning environments, traditional educa-
tion can be expanded and made more efficient, resulting in increased learning efficiency,
motivation and creativity. A. Csapo et al. [28] also examine VR environments from a psy-
perspective,
chological perspective, analyzing
analyzing thethe impact
impact of of thesetypes
these typesofofenvironment
environmenton onthe
the for-
formation of new
mation of new memories, and also makes recommendations for the development of effec- AI-enhanced
memories, and also makes recommendations for the development of effective
tive AI-enhanced CogInfoCom
CogInfoCom systems. The results
systems. of theofstudy
The results show show
the study that the elements
that presented in the VR
the elements
environment are stored more deeply in human memory,
presented in the VR environment are stored more deeply in human memory, which can which can ultimately result in a
more efficient retrieval and learning process. Figure 8 shows
ultimately result in a more efficient retrieval and learning process. Figure 8 shows twotwo study “desks” with task
study “desks”descriptions, helping thehelping
with task descriptions, template theand study. and study.
template
Figure Figure
8. Two 8.
study
Two“desks” with task
study “desks” description,
with helpinghelping
task description, the template and study.
the template and study.
The possibilities
The ofpossibilities
the 3D VR environment
of the 3D VR are not limited to
environment areeducation
not limited andtolearning
education and learn-
but can even make the can
ing but planning
even andmakeadministration
the planningofand education more efficient.
administration I. Horvath
of education more efficient. I.
[29] emphasizes that the[29]
Horvath increasing
emphasizesuse of VRthe
that andincreasing
augmented usereality
of VR(AR) technologiesreality
and augmented in (AR) tech-
nologiescan
the field of education in the field of education
significantly contribute can
to significantly
the development contribute
of newtolearner-cen-
the development of new
learner-centred
tred teaching and teaching
learning strategies andand learning
methods, as strategies
a result of and
whichmethods, as a result
an innovative ed- of which an
innovative
ucational ecosystem can be educational
created. Theecosystem
results ofcanthebeexperiment
created. Thepresented
results ofinthe
theexperiment
study presented
in the study show that in 3D space implemented
show that in 3D space implemented in the MaxWhere environment, digital instructor in the MaxWhere environment, digital
instructor workflows required 37–64% fewer user
workflows required 37–64% fewer user and 72% less machine operations compared to and 72% less machine operations com-
those performedpared to those performed
on traditional on traditional
2D interfaces. This can mean2D interfaces. This canasmean
that MaxWhere, an edu- that MaxWhere,
as anoffers
cational platform, educational
benefits platform,
not only tooffers benefits
students not to
but also only to students
faculty. but also
A. D. Kovacs et to faculty. A.
al. [30] provideD.anKovacs
example et al. [30]through
of this providethe an self-assessment
example of thisworkflow
through the self-assessment
associated with workflow
associated with institutional accreditation, which has
institutional accreditation, which has shown that such a workflow can reduce it by up to shown that such a workflow can
reduce it by up to 25% due to more effective collaboration,
25% due to more effective collaboration, increased work flexibility, and easier organiza- increased work flexibility, and
tion. work time easier organization.
requirement. work time
B. Lampert et al.requirement.
[31] analyze B. theLampert
processeset al. [31] analyze
of sharing work- the processes of
flows, descriptions, digital content and technological tools, and the defined results can be the defined
sharing workflows, descriptions, digital content and technological tools, and
well applied inresults canofbe
the field well applied
workflow in the
sharing. Thefield of workflow
results sharing.
of the applied The results
tests show that inof the applied
tests show that in the MaxWhere 3D environment,
the MaxWhere 3D environment, users were able to execute the required workflows users were able to execute
at the required
ci. 2021, 11, 2646 workflows at least 50% faster compared to other traditional
least 50% faster compared to other traditional 2D environments. Figure 9 shows two 3D 2D environments.
9 of 14 Figure 9
shows two
representation of workflows. 3D representation of workflows.
(a) (b)
Figure
Figure 9. 3D
9. 3D representation
representation of the
of the workflow
workflow [31][31]
(a) (a)
andand MaxWhere
MaxWhere 3D 3D employees’
employees’ workspace
workspace [31][31]
(b).
(b).
CogInfoCom also examines the interaction between thinking and social processes and
CogInfoCom alsoitexamines
extends the space.
to the virtual interaction betweenetthinking
I. L. Komlosi and social
al. [32] examine processes
post-Y-generation informa-
and extends ittion
to the virtual space.
processing I. L. Komlosi
properties et al. [32] examine
and characteristics post-Y-generation
in the context in- management.
of knowledge
formation processing properties and characteristics in the context of knowledge manage-
ment. People born in the digital age and socialized in culture are much more able to de-
velop knowledge transfer and communication interaction between human and non-hu-
man agents. The study emphasizes that the transformation of linear information pro-
cessing that has developed in the past is expected in the future. V. Kovecses-Gosi [33] also
Appl. Sci. 2021, 11, 2646 9 of 13
People born in the digital age and socialized in culture are much more able to develop
knowledge transfer and communication interaction between human and non-human
agents. The study emphasizes that the transformation of linear information processing
that has developed in the past is expected in the future. V. Kovecses-Gosi [33] also empha-
sizes the importance of introducing new teaching methods and exploiting the potential
of 3D virtual spaces in the field of education and presents how the lesson built on the
improvement of different intelligence levels can be accomplished. I. Horvath [34] describes
an edu-coaching teaching method supported by ICT tools that fit into the digital-based
life of Generation Z students based on a special interrogatory technique. Based on the
defined results, the real environment of education that requires expensive engineering
tools can be replaced well by a properly constructed and simulated 3D virtual environment.
I. Horvath [34,35] emphasizes that environments designed in this way can revolutionize en-
gineering education, as they do not necessarily require expensive physical equipment, and
computer networks allow physically distant teachers and students to interact effectively in
such environments, with which education is ultimately, in addition to its cost-effectiveness,
student motivation may also increase.
It is essential that immersive VR environments effectively simulate and track different
forms of movement and make them more effective through exercises and training, improve
route search and orientation as cognitive processes, and significantly enhance lifelike audio-
visual elements in addition to illustrating well-chosen visual elements. the effectiveness of
immersive VR “being there”.
D. Edler et al. [36] use an example of the transformation and development of a
post-industrial area to show how it is possible to increase the user experience of a 3D
environment by supporting the Unreal Engine 4 game engine. In addition, he emphasizes
that the use of immersive VR-based technology can enrich us with additional extremely real
experiences that are not experienced during a visit to a real physical area and can appear
as a kind of design support option in the field of landscape architecture and research. C.
Boletsis et al. [37] present and analyze the user experiences provided by contemporary and
now widespread VR movement techniques through empirical research. The results of the
study show that users delve into virtual space mostly through a walking-in place, but this
also means the greatest psychophysical strain on them. The VR movement supported by
different controllers or joysticks showed ease of use; however, visual jumps made with
these devices very easily break the feeling of immersion. F. Hruby et al. [38] examine the im-
portance of scaling and makes recommendations, as it is extremely important for immersive
VR systems to create a sense of reality, so mapping different geographical environments in
great detail is of paramount importance. Based on the results of E. I. Lokka et al. [39], it can
be stated that the individual cognitive training developed during the research, optimized
for route learning, can counterbalance the decline in spatial memory associated with older
age and the associated route search and orientation difficulties. F. Hruby [40] attaches great
importance to the study of multisensory experiences in order to maximize the “being there”
presence in the VR environment and, as an alternative, analyzes the Geovisualization
Immersive Environment (GeoIVE) to investigate the potential of sound. Table 3 shows the
summary on applied virtual reality applications and environments.
Table 3. The area of applicability of the results of the reviewed literature and the applied virtual reality (VR) applica-
tion/environment.
Table 3. Cont.
also take into account that the development, operation and maintenance of increasingly
complex systems will present new challenges, and that people as users are much slower to
adapt to innovation and that the introduction of a new interface can only be effective if the
limitations are well known.
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