{"title":"A Digital Coach to Promote Emotion Regulation Skills","authors":"Katherine Hopman, D. Richards, Melissa M. Norberg","doi":"10.3390/mti7060057","DOIUrl":"https://doi.org/10.3390/mti7060057","url":null,"abstract":"There is growing awareness that effective emotion regulation is critical for health, adjustment and wellbeing. Emerging evidence suggests that interventions that promote flexible emotion regulation may have the potential to reduce the incidence and prevalence of mental health problems in specific at-risk populations. The challenge is how best to engage with at risk populations, who may not be actively seeking assistance, to deliver this early intervention approach. One possible solution is via digital technology and development, which has rapidly accelerated in this space. Such rapid growth has, however, occurred at the expense of developing a deep understanding of key elements of successful program design and specific mechanisms that influence health behavior change. This paper presents a detailed description of the design, development and evaluation of an emotion regulation intervention conversational agent (ERICA) who acts as a digital coach. ERICA uses interactive conversation to encourage self-reflection and to support and empower users to learn a range of cognitive emotion regulation strategies including Refocusing, Reappraisal, Planning and Putting into Perspective. A pilot evaluation of ERICA was conducted with 138 university students and confirmed that ERICA provided a feasible and highly usable method for delivering an emotion regulation intervention. The results also indicated that ERICA was able to develop a therapeutic relationship with participants and increase their intent to use a range of cognitive emotion regulation strategies. These findings suggest that ERICA holds potential to be an effective approach for delivering an early intervention to support mental health and wellbeing. ERICA’s dialogue, embedded with interactivity, therapeutic alliance and empathy cues, provide the basis for the development of other psychoeducation interventions.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"158 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116109694","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Similarities and Differences between Immersive Virtual Reality, Real World, and Computer Screens: A Systematic Scoping Review in Human Behavior Studies","authors":"Daniel Hepperle, Matthias Wölfel","doi":"10.3390/mti7060056","DOIUrl":"https://doi.org/10.3390/mti7060056","url":null,"abstract":"In the broader field of human behavior studies, there are several trade-offs for on-site experiments. To be tied to a specific location can limit both the availability and diversity of participants. However, current and future technological advances make it possible to replicate real-world scenarios in a virtual environment up to a certain level of detail. How these differences add up and affect the cross-media validity of findings remains a topic of debate. How a virtual world is accessed, through a computer screen or a head-mounted display, may have a significant impact. Not surprisingly, the literature has presented various comparisons. However, while previous research has compared the different devices for a specific research question, a systematic review is lacking. To fill this gap, we conducted this review. We identified 1083 articles in accordance with the PRISMA guidelines. Following screening, 56 articles remained and were compared for a qualitative synthesis to provide the reader a summary of current research on the differences between head-mounted displays (HMDs), computer screens, and the real world. Overall, the data show that virtual worlds presented in an HMD are more similar to real-world situations than to computer screens. This supports the thesis that HMDs are more suitable than computer screens for conducting experiments in the field of human behavioral studies.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123991731","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Hand-Controlled User Interfacing for Head-Mounted Augmented Reality Learning Environments","authors":"Jennifer Challenor, David White, David J. Murphy","doi":"10.3390/mti7060055","DOIUrl":"https://doi.org/10.3390/mti7060055","url":null,"abstract":"With the rapid expansion of technology and hardware availability within the field of Augmented Reality, building and deploying Augmented Reality learning environments has become more logistically viable than ever before. In this paper, we focus on the development of a new mobile learning experience for a museum by combining multiple technologies to provide additional Human–computer interaction possibilities. This is both to reduce barriers to entry for end-users as well as provide natural interaction methods. Using our method, we implemented a new approach to gesture-based interactions for Augmented Reality interactions by combining two devices, a Leap Motion and a Microsoft HoloLens (1st Generation), via an intermediary device with the use of local-area networking. This was carried out with the intention of comparing this method against alternative forms of Augmented Reality to determine which implementation has the largest impact on adult learners’ ability to retain information. A control group has been used to establish data on memory retention without the use of Augmented Reality technology, along with three focus groups to explore the different methods and locations. Results found that adult learners retain the most overall information when being educated through a traditional lecture, with a statistically significant difference between the methods; however, the use of Augmented Reality resulted in a slower rate of knowledge decay between testing intervals. This contrasts with existing research as adult learners did not respond to the technology in the same way that child and teenage audiences previously have, which suggests that prior research may not be generalisable to all audiences.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"112 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126903130","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lisa Schadelbauer, Stephan Schlögl, Aleksander Groth
{"title":"Linking Personality and Trust in Intelligent Virtual Assistants","authors":"Lisa Schadelbauer, Stephan Schlögl, Aleksander Groth","doi":"10.3390/mti7060054","DOIUrl":"https://doi.org/10.3390/mti7060054","url":null,"abstract":"Throughout the last years, Intelligent Virtual Assistants (IVAs), such as Alexa and Siri, have increasingly gained in popularity. Yet, privacy advocates raise great concerns regarding the amount and type of data these systems collect and consequently process. Among many other things, it is technology trust which seems to be of high significance here, particularly when it comes to the adoption of IVAs, for they usually provide little transparency as to how they function and use personal and potentially sensitive data. While technology trust is influenced by many different socio-technical parameters, this article focuses on human personality and its connection to respective trust perceptions, which in turn may further impact the actual adoption of IVA products. To this end, we report on the results of an online survey (n=367). Findings show that on a scale from 0 to 100%, people trust IVAs 51.59% on average. Furthermore, the data point to a significant positive correlation between people’s propensity to trust in general technology and their trust in IVAs. Yet, they also show that those who exhibit a higher propensity to trust in technology tend to also have a higher affinity for technology interaction and are consequently more likely to adopt IVAs.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122300456","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
David Weinberg, Healy Dwyer, Sarah E. Fox, Nikolas Martelaro
{"title":"Sharing the Sidewalk: Observing Delivery Robot Interactions with Pedestrians during a Pilot in Pittsburgh, PA","authors":"David Weinberg, Healy Dwyer, Sarah E. Fox, Nikolas Martelaro","doi":"10.3390/mti7050053","DOIUrl":"https://doi.org/10.3390/mti7050053","url":null,"abstract":"Sidewalk delivery robots are being deployed as a form of last-mile delivery. While many such robots have been deployed on college campuses, fewer have been piloted on public sidewalks. Furthermore, there have been few observational studies of robots and their interactions with pedestrians. To better understand how sidewalk robots might integrate into public spaces, the City of Pittsburgh, Pennsylvania conducted a pilot of sidewalk delivery robots to understand possible uses and the challenges that could arise in interacting with people in the city. Our team conducted ethnographic observations and intercept interviews to understand how residents perceived of and interacted with sidewalk delivery robots over the course of the public pilot. We found that people with limited knowledge about the robots crafted stories about their purpose and function. We observed the robots causing distractions and obstructions with different sidewalk users (including children and dogs), witnessed people helping immobilized robots, and learned about potential accessibility issues that the robots may pose. Based on our findings, we contribute a set of recommendations for future pilots, as well as questions to guide future design for robots in public spaces.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121064104","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Impact of Screen Time on Children's Development: Cognitive, Language, Physical, and Social and Emotional Domains","authors":"Vaishnavi N. Panjeti-Madan, Prakash Ranganathan","doi":"10.3390/mti7050052","DOIUrl":"https://doi.org/10.3390/mti7050052","url":null,"abstract":"Technology has become integral to children’s lives, impacting many aspects, from academic to socialization. Children of today’s generation are growing up with digital devices, such as mobile phones, iPads, computers, video games, and smart gadgets; therefore, screen time has become ubiquitous in children’s daily routines. This paper provides a review of screen time usage and its impact in children across multiple developmental domains: cognitive, language, physical, and socio-emotional domain of children under eight years of age. The cognitive domain considers factors such as attention span and memory; language domain examines vocabulary, speech, and language development; physical domain focuses on motor development, exercise, sleep, and diet; and social-emotional domain considers relationships, self-identity, and emotional behaviors/regulation. Our findings are mixed, as there are both benefits and drawbacks in technology use, but screen time in children requires controlled observation and monitoring for sustainable improved progress across developmental domains. Specific recommendations advise that children’s screen time per day should be limited to zero minutes (min) (0–2 years), <60 min (3–5-years), and 60 min (6–8 years).","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131665684","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Dimitra Petousi, A. Katifori, M. Boilé, Lori Kougioumtzian, Christos Lougiakis, M. Roussou, Yannis E. Ioannidis
{"title":"Revealing Unknown Aspects: Sparking Curiosity and Engagement with a Tourist Destination through a 360-Degree Virtual Tour","authors":"Dimitra Petousi, A. Katifori, M. Boilé, Lori Kougioumtzian, Christos Lougiakis, M. Roussou, Yannis E. Ioannidis","doi":"10.3390/mti7050051","DOIUrl":"https://doi.org/10.3390/mti7050051","url":null,"abstract":"Over the past decades, 360-degree virtual tours have been used to provide the public access to accurate representations of cultural heritage sites and museums. The COVID-19 pandemic has contributed to a rise in the popularity of virtual tours as a means of engaging with locations remotely and has raised an interesting question: How could we use such experiences to bring the public closer to locations that are otherwise unreachable in real life or not considered to be tourist destinations? In this study, we examine the effectiveness of promoting engagement with a city through the virtual presentation of unknown and possibly also inaccessible points of interest through a 360-degree panoramic virtual tour. The evaluation of the experience with 31 users through an online questionnaire confirms its potential to spark curiosity, promote engagement, foster reflection, and motivate users to explore the location and its attractions at their leisure, thus enabling them to experience it from their personal point of view. The outcomes highlight the need for further research to explore this potential and identify best practices for virtual experience design.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122201464","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Diana R. Sanchez, Amanda Rueda, Kentaro Kawasaki, Saar Van Lysebetten, Daniel Diaz
{"title":"Reviewing Simulation Technology: Implications for Workplace Training","authors":"Diana R. Sanchez, Amanda Rueda, Kentaro Kawasaki, Saar Van Lysebetten, Daniel Diaz","doi":"10.3390/mti7050050","DOIUrl":"https://doi.org/10.3390/mti7050050","url":null,"abstract":"Organizations have maintained a commitment to using simulation technology for training purposes because it prepares employees for realistic work scenarios they may encounter and provides a relevant method for teaching hands-on skills. One challenge that simulation technology has faced is the persistent threat of obsolescence, where investment in an up-to-date solution can rapidly become irrelevant in a matter of months or years as technology progresses. This can be particularly challenging for organizations who seek out the best solutions to help develop and train employees while facing the constraints of limited resources and lengthy acquisition times for tools and equipment. Some industries and organizations may benefit from anticipating which technologies might best serve employees and stakeholders in the future. In this manuscript, we took a historical approach, looking at the history of training and the use of simulation-like experiences over time, which helps us identify historical themes in workplace training. Next, we carried out a systematic review of the recent training research using simulation technology to understand how these recent findings help us understand the identified historical themes. Lastly, we summarized the research literature on simulation technology used for training, and highlighted future directions and made recommendations for practitioners and researchers.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129579940","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ellenor Brown, Kyoko Fujimoto, Bennett Blumenkopf, A. S. Kim, K. Kontson, H. Benz
{"title":"Usability Assessments for Augmented Reality Head-Mounted Displays in Open Surgery and Interventional Procedures: A Systematic Review","authors":"Ellenor Brown, Kyoko Fujimoto, Bennett Blumenkopf, A. S. Kim, K. Kontson, H. Benz","doi":"10.3390/mti7050049","DOIUrl":"https://doi.org/10.3390/mti7050049","url":null,"abstract":"Augmented reality (AR) head-mounted displays (HMDs) are an increasingly popular technology. For surgical applications, the use of AR HMDs to display medical images or models may reduce invasiveness and improve task performance by enhancing understanding of the underlying anatomy. This technology may be particularly beneficial in open surgeries and interventional procedures for which the use of endoscopes, microscopes, or other visualization tools is insufficient or infeasible. While the capabilities of AR HMDs are promising, their usability for surgery is not well-defined. This review identifies current trends in the literature, including device types, surgical specialties, and reporting of user demographics, and provides a description of usability assessments of AR HMDs for open surgeries and interventional procedures. Assessments applied to other extended reality technologies are included to identify additional usability assessments for consideration when assessing AR HMDs. The PubMed, Web of Science, and EMBASE databases were searched through September 2022 for relevant articles that described user studies. User assessments most often addressed task performance. However, objective measurements of cognitive, visual, and physical loads, known to affect task performance and the occurrence of adverse events, were limited. There was also incomplete reporting of user demographics. This review reveals knowledge and methodology gaps for usability of AR HMDs and demonstrates the potential impact of future usability research.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"304 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116334390","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Encoding Variables, Evaluation Criteria and Evaluation Methods for Data Physicalizations: A Review","authors":"Champika Ranasinghe, Auriol Degbelo","doi":"10.3390/mti7070073","DOIUrl":"https://doi.org/10.3390/mti7070073","url":null,"abstract":"Data physicalisations, or physical visualisations, represent data physically, using variable properties of physical media. As an emerging area, Data physicalisation research needs conceptual foundations to support thinking about and designing new physical representations of data and evaluating them. Yet, it remains unclear at the moment (i) what encoding variables are at the designer’s disposal during the creation of physicalisations, (ii) what evaluation criteria could be useful, and (iii) what methods can be used to evaluate physicalisations. This article addresses these three questions through a narrative review and a systematic review. The narrative review draws on the literature from Information Visualisation, HCI and Cartography to provide a holistic view of encoding variables for data. The systematic review looks closely into the evaluation criteria and methods that can be used to evaluate data physicalisations. Both reviews offer a conceptual framework for researchers and designers interested in designing and evaluating data physicalisations. The framework can be used as a common vocabulary to describe physicalisations and to identify design opportunities. We also proposed a seven-stage model for designing and evaluating physical data representations. The model can be used to guide the design of physicalisations and ideate along the stages identified. The evaluation criteria and methods extracted during the work can inform the assessment of existing and future data physicalisation artefacts.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132446220","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}