International Journal of Advanced Virtual Reality https://journals.leukolion.com/index.php/ijavr <p><strong>International Journal of Advanced Virtual Reality</strong> (IJAVR) aims to provide a ground where leading industrial researchers, scientists, engineers, practitioners and students from universities, research institutes, industries and organizations all around the world can exchange their latest research ideas, methods, findings and share their experiences. <strong>IJAVR</strong>:</p> <p>- is an international refereed journal that publishes articles in the field of Augmented Reality, Mixed Reality and Virtual Reality.</p> <p>- publishes two issues in March and September between the first and last days of each mentioned month.</p> <p>- is free, open access and does not charge any fees under any name such as Article Processing Fees.</p> <p>- uses a double-sided blind review system. The referee list is published on the web page of the journal at the beginning of each issue.</p> Dursun Akaslan en-US International Journal of Advanced Virtual Reality 2980-0897 Book Review: Mixed Reality for Education https://journals.leukolion.com/index.php/ijavr/article/view/25 <p>The book, “Mixed Reality for Education” has been published within the esteemed "Gaming Media and Social Effects" series, known for its interdisciplinary approach encompassing the technical facets of gaming, both software and hardware, and its sociological and psychological impacts. Functioning as a swift avenue for disseminating high-caliber works on burgeoning or pivotal subjects in gaming and its societal repercussions, this series caters to diverse exposition levels. It accommodates a spectrum ranging from introductory tutorials to advanced research topics, aligning with the varied objectives of the contributing authors. In the realm of educational literature, "Mixed Reality for Education" emerges as a pioneering addition to the distinguished series curated by Cai, Mangina, and Goei (Editors). The book, comprising sixteen meticulously crafted chapters, is intricately structured into four distinct sections. These sections traverse the diverse landscapes of K-12 Science, Technology, Engineering, Art, and Mathematics (STEAM) Education, Tertiary/Professional Education, Special Needs Education, and Cultural, Social &amp; Museum Education.</p> Deepika Kohli Copyright (c) 2023 Deepika Kohli https://creativecommons.org/licenses/by/4.0 2023-12-31 2023-12-31 1 2 76 78 10.5281/zenodo.10447823 Bridging the Gap: The Potential of Low-Temperature Solid Oxide Fuel Cells in Enhancing Virtual Reality Headset Performance https://journals.leukolion.com/index.php/ijavr/article/view/21 <p>This study introduces a novel methodology for addressing power-related challenges in Virtual Reality (VR) technology by exploring the potential utilization of Low-Temperature Solid Oxide Fuel Cells (LTSOFCs). Despite the capacity of VR headsets in providing immersive experiences, there is frequent limitations encountered due to power supply which adversely affects the overall performance and usability. The LTSOFCs exhibit operational characteristics that function at reduced temperatures and therefore, differ from those of conventional Solid Oxide Fuel Cells (SOFCs). This unique attribute enables LTSOFCs to achieve notable levels of efficiency and fuel adaptability, rendering them a highly favorable energy generation option for demanding applications such as VR. This study examines the viability of incorporating LTSOFCs into VR headsets, with the objective of improving functionality through the utilization of a more environmentally friendly and durable power supply. This study utilizes a mixed-methods approach, which involves creating prototypes of LTSOFC-powered VR headsets and conducting empirical user testing. The purpose is to assess the technology's improvements in performance and its impact on user experience. Nevertheless, there are several obstacles that must be overcome in order to successfully implement this technology, including the necessity for downsizing, effective heat control, and a constant and reliable fuel supply. The integration of LTSOFCs holds significant potential to bring about a paradigm shift in the VR sector. This integration has the capacity to drive improvements in VR technology and create novel opportunities for the application of LTSOFCs. This study functions as an initial point of exploration for future inquiries regarding the application of fuel cells in wearable technology, fostering interdisciplinary cooperation and advancement.</p> Mohammad Fikrey Roslan Rafidah Abd Karim Copyright (c) 2023 Mohammad Fikrey Roslan, Rafidah Abd Karim https://creativecommons.org/licenses/by/4.0 2023-12-31 2023-12-31 1 2 79 85 10.5281/zenodo.10449650 Virtual World and Television Advertising of Tourism Destinations: Insights from Africa https://journals.leukolion.com/index.php/ijavr/article/view/11 <p>This paper aims to explore the virtual world and television advertising of tourism destinations with insights from Africa. The continent of Africa experienced lock-downs and travel restrictions due to the Coronavirus disease 2019 (COVID-19) global pandemic which affected the tourism sector of many countries. Tanzania did not have a lock-down during the entire COVID-19 global pandemic hence the advantage over other African countries to the extent of being elevated to a middle-income country. Whilst there were positive effects of the pandemic, the negative effects tremendously reduced tourist numbers in destinations. However, existing technologies in the virtual world that can benefit the tourism industry such as Augmented Reality (AR) have received less attention in the Africa research agenda. To expand the scope of AR, this paper specifically explored AR technologies and television advertising of tourism destinations in the context of Tanzania. A literature review method with content analysis is used as methodology approach. The findings have shown that there are opportunities of AR in relation to television advertising of tourism destinations which include the ability to integrate AR technologies with television advertising of tourism destinations. The practical implication is for tourism stakeholders to consider the use of AR technologies to sustain television advertising of tourism destinations.</p> Kezia Herman Mkwizu Copyright (c) 2023 Kezia Herman Mkwizu https://creativecommons.org/licenses/by/4.0 2023-02-27 2023-02-27 1 2 44 51 10.5281/zenodo.7683149 An Explanation of the Codebook for Analysing XR Development https://journals.leukolion.com/index.php/ijavr/article/view/20 <p>The Covid-19 pandemic highlighted the importance of virtual systems during physical isolation. Extended Reality (XR) is an alternative to disruptions of physical reality. Therefore, there is a need to increase the development of XR projects. This paper provides a reference codebook to identify critical elements for developing or assessing any XR project. The review of the paper "Analysis of Caribbean XR Survey Creates an XR Development Strategy as a Path to the Regional Metaverse Evolution" provided the codes. The analysis of the development strategy’s elements identified factors that encourage XR project creation, completion, and accelerated development. The codebook consists of 24 codes, grouped into categories: strategy and policy, financial, software, human resources, training, geographic, industry sector, design, UX, and I4.0. It employs a three-step process: code familiarisation, code application, and analysis and assessment of coded information. A concise summary table facilitates easy usage. The codebook provides a systematic approach to analyse XR development from ideation to Proof of Concept. It enables stakeholders to identify core requirements, prioritise factors of influence, allocate resources, and select target markets. These codes also assist in evaluating ongoing initiatives and identifying areas for improvement or refinement. Stakeholders can use the codebook for post-mortem analyses to inform strategic actions and optimise future XR projects. This paper’s value is a clearly defined set of codes influencing XR project development with a recommended usage process. Stakeholders can leverage these codes to unlock the potential of XR projects to enhance their impact, originality, and market effectiveness.</p> Jason Robert Rameshwar Graham S. King Copyright (c) 2023 Jason Robert Rameshwar, Graham S. King https://creativecommons.org/licenses/by/4.0 2023-12-19 2023-12-19 1 2 52 69 10.5281/zenodo.10406387 Real-Time Walking Platform for Navigation in Virtual Reality https://journals.leukolion.com/index.php/ijavr/article/view/24 <p>This paper examines the proliferation of virtual reality (VR) technology and the evolution of interaction tools as a result of this development, specifically evaluating the contribution of enhanced walking platforms to the VR experience. VR technologies have rapidly proliferated, offering a wide range of applications from education to health, industrial simulations to entertainment. This evolution has led to the emergence of sophisticated interaction tools. After a detailed review of the tools used for VR interaction, the paper focuses specifically on enhanced walking platforms that offer users a real-world walking experience. These platforms are characterized by precise motion detection sensors, haptic feedback systems, and natural gait simulation. Studies show that these platforms allow users to have a more realistic experience and enhance their interaction with the virtual world. In this study, a walking platform was designed and developed to enhance the users' virtual reality experience and interaction. The effectiveness of this specially designed product was demonstrated by using it in 3 different application areas.</p> Mehmet Emin Tenekeci Ahmet Tabanlıoğlu Copyright (c) 2023 Mehmet Emin Tenekeci, Ahmet Tabanlıoğlu https://creativecommons.org/licenses/by/4.0 2023-12-31 2023-12-31 1 2 70 75 10.5281/zenodo.10447768