Home / Advanced Search

  • Title/Keywords

  • Author/Affliations

  • Journal

  • Article Type

  • Start Year

  • End Year

Update SearchingClear
  • Articles
  • Online
Search Results (25)
  • Open Access

    ARTICLE

    Study on User Interaction for Mixed Reality through Hand Gestures Based on Neural Network

    BeomJun Jo1, SeongKi Kim2,*

    CMC-Computers, Materials & Continua, Vol.85, No.2, pp. 2701-2714, 2025, DOI:10.32604/cmc.2025.067280 - 23 September 2025

    Abstract The rapid evolution of virtual reality (VR) and augmented reality (AR) technologies has significantly transformed human-computer interaction, with applications spanning entertainment, education, healthcare, industry, and remote collaboration. A central challenge in these immersive systems lies in enabling intuitive, efficient, and natural interactions. Hand gesture recognition offers a compelling solution by leveraging the expressiveness of human hands to facilitate seamless control without relying on traditional input devices such as controllers or keyboards, which can limit immersion. However, achieving robust gesture recognition requires overcoming challenges related to accurate hand tracking, complex environmental conditions, and minimizing system latency.… More >

  • Open Access

    ARTICLE

    Preliminary Efficacy of an Immersive Virtual Reality Meditation Intervention in Reducing Perceived Stress and Anxiety among University Students

    Jaehyun Kim1, Junhyoung Kim2, Chungsup Lee3, Marcos Ardon Lobos1, Na Young Kim4,*

    International Journal of Mental Health Promotion, Vol.27, No.8, pp. 1087-1099, 2025, DOI:10.32604/ijmhp.2025.064617 - 29 August 2025

    Abstract Background: While traditional meditation practices are known for their mental health benefits, they often face limitations such as restricted access and environmental distractions. To address these challenges and enhance meditation effectiveness, this study implemented an immersive virtual reality meditation (IVRM) program and examined its potential mental health benefits among university students—a population that frequently experiences significant psychological distress. Methods: Nineteen university students participated in eight 15-min sessions of an IVRM program designed to promote mindfulness and relaxation over the course of one month. Perceived stress and anxiety levels were assessed using validated self-report measures at… More >

  • Open Access

    REVIEW

    A Decade of Digital Twins in Materials Science and Engineering

    Diego Vergara*, Antonio del Bosque, Pablo Fernández-Arias

    CMC-Computers, Materials & Continua, Vol.85, No.1, pp. 41-64, 2025, DOI:10.32604/cmc.2025.067881 - 29 August 2025

    Abstract Digital twins (DTs) are rapidly emerging as transformative tools in materials science and engineering, enabling real-time data integration, predictive modeling, and virtual testing. This study presents a systematic bibliometric review of 1106 peer-reviewed articles published in the last decade in Scopus and Web of Science. Using a five-stage methodology, the review examines publication trends, thematic areas, citation metrics, and keyword patterns. The results reveal exponential growth in scientific output, with Materials Theory, Computation, and Data Science as the most represented area. A thematic analysis of the most cited documents identifies four major research streams: foundational More >

  • Open Access

    ARTICLE

    The Impact of Virtual Reality Environment Design on Emotional Recovery: Exploring Factors and Mechanisms

    Hao Fang1,2, Hongyun Guo1, Yinchao Chen3, Hui Shi4, Yihan Gan5, Lin Li6,*

    International Journal of Mental Health Promotion, Vol.27, No.7, pp. 1051-1069, 2025, DOI:10.32604/ijmhp.2025.066369 - 31 July 2025

    Abstract Objectives: Emotional stress is a significant public health challenge. Virtual reality (VR) offers the potential for aiding emotional recovery. This study explores the impact of VR environment design factors on emotional recovery, examining underlying mechanisms through physiological indicators and behavioral responses. Methods: Two experiments were conducted. Experiment 1 employed a 4 [Scene Type: real environment (RE), virtual scenes that restore the RE (VR), virtual scenes that incorporate natural window view design (VR-W), and a no-scene control condition (CTL)] × 3 (Experimental Phase: baseline, emotion arousal, recovery) mixed design (N = 33). Participants viewed a 4-min… More >

  • Open Access

    ARTICLE

    Research on Metaverse Security and Forensics

    Guangjun Liang1,2,3, Jianfang Xin4,*, Qun Wang1,2, Xueli Ni1,2,3, Xiangmin Guo1,2,3, Pu Chen1

    CMC-Computers, Materials & Continua, Vol.77, No.1, pp. 799-825, 2023, DOI:10.32604/cmc.2023.038403 - 31 October 2023

    Abstract As a subversive concept, the metaverse has recently attracted widespread attention around the world and has set off a wave of enthusiasm in academic, industrial, and investment circles. However, while the metaverse brings unprecedented opportunities for transformation to human society, it also contains related risks. Metaverse is a digital living space with information infrastructure, interoperability system, content production system, and value settlement system as the underlying structure in which the inner core is to connect real residents through applications and identities. Through social incentives and governance rules, the metaverse reflects the digital migration of human… More >

  • Open Access

    ARTICLE

    Acute Effects of Virtual Reality Exercise on Young Adults’ Blood Pressure and Feelings

    Pablo Saiz-Gonzalez1,2, Daniel J. McDonough3, Wenxi Liu4, Zan Gao1,*

    International Journal of Mental Health Promotion, Vol.25, No.5, pp. 711-719, 2023, DOI:10.32604/ijmhp.2023.027530 - 28 April 2023

    Abstract Virtual reality (VR) seems to have the potential to provide opportunities to promote physical activity (PA) in a fun way. This paper aimed to examine the acute effects of three different virtual reality-based exercise bikes on young adults’ blood pressure (BP) and feelings compared to a traditional exercise cycling session. Four exercise sessions (immersive VR cycling, two non-immersive VR cycling, and traditional cycling) were completed by 36 young adults (22 females; Mage = 23.6 years). BP was measured immediately before and after each session using a BP cuff and exercise-induced feelings were assessed via an established… More >

  • Open Access

    ARTICLE

    A 3D Geometry Model of Vocal Tract Based on Smart Internet of Things

    Ming Li1, Kuntharrgyal Khysru2, Haiqiang Shi2,*, Qiang Fang3,*, Jinrong Hu4, Yun Chen5

    Computer Systems Science and Engineering, Vol.46, No.1, pp. 783-798, 2023, DOI:10.32604/csse.2023.034687 - 20 January 2023

    Abstract The Internet of Things (IoT) plays an essential role in the current and future generations of information, network, and communication development and applications. This research focuses on vocal tract visualization and modeling, which are critical issues in realizing inner vocal tract animation. That is applied in many fields, such as speech training, speech therapy, speech analysis and other speech production-related applications. This work constructed a geometric model by observation of Magnetic Resonance Imaging data, providing a new method to annotate and construct 3D vocal tract organs. The proposed method has two advantages compared with previous… More >

  • Open Access

    ARTICLE

    Real Objects Understanding Using 3D Haptic Virtual Reality for E-Learning Education

    Samia Allaoua Chelloug1,*, Hamid Ashfaq2, Suliman A. Alsuhibany3, Mohammad Shorfuzzaman4, Abdulmajeed Alsufyani4, Ahmad Jalal2, Jeongmin Park5

    CMC-Computers, Materials & Continua, Vol.74, No.1, pp. 1607-1624, 2023, DOI:10.32604/cmc.2023.032245 - 22 September 2022

    Abstract In the past two decades, there has been a lot of work on computer vision technology that incorporates many tasks which implement basic filtering to image classification. The major research areas of this field include object detection and object recognition. Moreover, wireless communication technologies are presently adopted and they have impacted the way of education that has been changed. There are different phases of changes in the traditional system. Perception of three-dimensional (3D) from two-dimensional (2D) image is one of the demanding tasks. Because human can easily perceive but making 3D using software will take… More >

  • Open Access

    ARTICLE

    Body Worn Sensors for Health Gaming and e-Learning in Virtual Reality

    Mir Mushhood Afsar1, Shizza Saqib1, Yazeed Yasin Ghadi2, Suliman A. Alsuhibany3, Ahmad Jalal1, Jeongmin Park4,*

    CMC-Computers, Materials & Continua, Vol.73, No.3, pp. 4763-4777, 2022, DOI:10.32604/cmc.2022.028618 - 28 July 2022

    Abstract Virtual reality is an emerging field in the whole world. The problem faced by people today is that they are more indulged in indoor technology rather than outdoor activities. Hence, the proposed system introduces a fitness solution connecting virtual reality with a gaming interface so that an individual can play first-person games. The system proposed in this paper is an efficient and cost-effective solution that can entertain people along with playing outdoor games such as badminton and cricket while sitting in the room. To track the human movement, sensors Micro Processor Unit (MPU6050) are used… More >

  • Open Access

    PROCEEDINGS

    Effects of Roughness and Texture on Surface Material Perception in Virtual Environments: The Psychophysics Approach

    Mutian Niu1, Cheng-Hung Lo1,*

    The International Conference on Computational & Experimental Engineering and Sciences, Vol.24, No.1, pp. 1-3, 2022, DOI:10.32604/icces.2022.08669

    Abstract Introduction:
    Through a series of psychophysical experiments, this paper investigates the perceptual difference of roughness and texture on surface materials in immersive Virtual Reality (VR) viewing mode and traditional 2D viewing mode. Visual perception is generally considered as the most reliable perceptual mechanism, which is often studied for exploring and revealing the relationship between cognitive processes and visual information transmission [1]. VR provides users with a strong sense of presence. Furthermore, it utilizes our stereoscopic vision to form a vivid impression of depth. This stereoscopic depth effect thus became a key factor differentiating the experiences in… More >

Displaying 1-10 on page 1 of 25. Per Page