Aims of the Special Issue
The integration of virtual reality and visualization technologies is conducive to innovating education in universities and improving the subject service level of libraries. This special issue aims to explore the application prospect and direction analysis of virtual reality and visualization in universities and other institutions. Originality of the Special Issue – What new contribution will the Special Issue make? The application of virtual reality and visualization in library construction integrates simulation, interaction, immersion, cognition, remote presentation, network communication, multimedia, and other technologies. Combined with the 5G network and artificial intelligence, digital libraries will develop towards the trend of humanization and wisdom, with corresponding facilities including stereoscopic glasses, helmet display, three-dimension mouse, remote control, computer vision, and other equipment. Digital libraries can present diverse knowledge resources to the audience from different perspectives, and learners can enjoy the immersive experience of touch, hearing, and vision.
Topicality
Evidence to support the need for the Special Issue in terms of existing literature, events, societal implications and citations: Digital libraries are traditionally strong in connecting the digital and the physical world, contributing new information and vitality for human beings in different fields. With evolving technologies, virtual reality and visualization will inject more vitality into digital libraries in different countries.
Themes and key features
- 2D/3D and volumetric display and projection technology of digital libraries
- Libraries’ scene description and management issues
- Multimodal capturing and reconstruction
- Haptic and tactile interfaces, wearable haptics, passive haptics, pseudo haptics, other touch-based UI indigital libraries
- Virtual Reality, 5G Network, and AI applied in digital libraries
- Digital Library Knowledge Management System based on cloud computing
- Human-computer interaction in VR
- Natural/Embodied interaction interfaces designed for digital libraries
- Cognitive aspects, perception, user behaviour of learners
- Education using VR, big data, intelligent computing, or data mining
- Computer vision and pattern recognition
- Visualization, signal, and image processing