Diana R. Sanchez, Amanda Rueda, H. R. Zimman, Reese Haydon, Daniel Diaz, Kentaro Kawasaki
{"title":"Team Success: A Mixed Methods Approach to Evaluating Virtual Team Leadership Behaviors","authors":"Diana R. Sanchez, Amanda Rueda, H. R. Zimman, Reese Haydon, Daniel Diaz, Kentaro Kawasaki","doi":"10.3390/mti7050048","DOIUrl":"https://doi.org/10.3390/mti7050048","url":null,"abstract":"The virtuality of organizational teams have gained interest and popularity in recent years, and have become more prevalent amidst the COVID-19 pandemic. Organizational productivity and team relationship-building may suffer certain pitfalls in virtual communication and support without the understanding of the dynamics of short-term, project-based virtual teams. The manuscript aimed to expand what is currently known about short-term virtual team dynamics related to types of effective leadership behaviors. The present study employed a mixed method approach to understanding the dynamics of these teams at both the individual and team level. Small teams were formed and instructed to collaborate on a virtual survival task. Team-related outcomes were measured at the individual level, such as team coordination, team support, and team success. Additionally, distinct latent profiles of leadership behaviors were developed and analyzed at the team level. Team support, more so than team coordination, significantly predicted team success at the individual level, with instrumental support having the strongest effect. Distinct leadership behaviors emerged in teams and were classified through a latent profile analysis, but none of the profiles were significantly related to team performance scores. Demonstrating instrumental support in short-term virtual teams may improve team success. It is important to understand that distinct leadership behaviors exist and future research should explore the impact of these leadership behaviors on other team-related outcomes.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"7 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":"129009446","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}
Manjeet Singh, S. Bangay, Henry Grossek, Atul Sajjanhar
{"title":"Forest Classroom: A Case Study of Educational Augmented Reality Design to Facilitate Classroom Engagement","authors":"Manjeet Singh, S. Bangay, Henry Grossek, Atul Sajjanhar","doi":"10.3390/mti7050046","DOIUrl":"https://doi.org/10.3390/mti7050046","url":null,"abstract":"The transition from kindergarten to primary school involves preparing students for a more structured classroom-based learning environment, which is typically different from the play-based model in kindergartens. Building on the Forest Room concept, which connects restless and disengaged students to nature as a calming medium, this case study describes the design of a combined storybook and augmented reality application to provide a literacy primer that integrates this concept. The design case study is presented relative to three frameworks that review the support for educational content, motivation and engagement mechanisms, and features of the AR application. This serves to validate the design process relative to these criteria and identifies opportunities for enhancement, including opportunities for meaningful interaction. The resulting application demonstrates appropriate design strategies to support its target age group and focus. It provides a stimulating and flexible learning activity that can be readily integrated into the classroom and that supports the kindergarten transition to appropriate classroom behaviour by encouraging active engagement and collaboration, blending aspects of both outdoor and classroom-based activities.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115701485","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":"Identifying Strategies to Mitigate Cybersickness in Virtual Reality Induced by Flying with an Interactive Travel Interface","authors":"D. Page, R. Lindeman, S. Lukosch","doi":"10.3390/mti7050047","DOIUrl":"https://doi.org/10.3390/mti7050047","url":null,"abstract":"As Virtual Reality (VR) technology has improved in hardware, accessibility of development and availability of applications, its interest has increased. However, the problem of Cybersickness (CS) still remains, causing uncomfortable symptoms in users. Therefore, this research seeks to identify and understand new CS mitigation strategies that can contribute to developer guidelines. Three hypotheses for strategies were devised and tested in an experiment. This involved a physical travel interface for flying through a Virtual Environment (VE) as a Control (CT) condition. On top of this, three manipulation conditions referred to as Gaze-tracking Vignette (GV), First-person Perspective with members representation (FP) and Fans and Vibration (FV) were applied. The experiment was between subjects, with 37 participants randomly allocated across conditions. According to the Simulator Sickness Questionnaire (SSQ) scores, significant evidence was found that GV and FP made CS worse. Evidence was also found that FV did not have an effect on CS. However, from the physiological data recorded, an overall lowering of heart rate for FV indicated that it might have some effect on the experience, but cannot be strongly linked with CS. Additionally, comments from some participants identified that they experienced symptoms consistent with CS. Amongst these, dizziness was the most common, with a few having issues with the usability of the travel interface. Despite some CS symptoms, most participants reported little negative impact of CS on the overall experience and feelings of immersion.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131169031","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":"The Good News, the Bad News, and the Ugly Truth: A Review on the 3D Interaction of Light Field Displays","authors":"P. A. Kara, Anikó Simon","doi":"10.3390/mti7050045","DOIUrl":"https://doi.org/10.3390/mti7050045","url":null,"abstract":"Light field displays offer glasses-free 3D visualization, which means that multiple individuals may observe the same content simultaneously from a virtually infinite number of perspectives without the need of viewing devices. The practical utilization of such visualization systems include various passive and active use cases. In the case of the latter, users often engage with the utilized system via human–computer interaction. Beyond conventional controls and interfaces, it is also possible to use advanced solutions such as motion tracking, which may seem seamless and highly convenient when paired with glasses-free 3D visualization. However, such solutions may not necessarily outperform conventional controls, and their true potentials may fundamentally depend on the use case in which they are deployed. In this paper, we provide a review on the 3D interaction of light field displays. Our work takes into consideration the different requirements posed by passive and active use cases, discusses the numerous challenges, limitations and potentials, and proposes research initiatives that could progress the investigated field of science.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117159467","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":"Real-Time Flood Forecasting and Warning: A Comprehensive Approach toward HCI-Centric Mobile App Development","authors":"Waleed Alsabhan, B. Dudin","doi":"10.3390/mti7050044","DOIUrl":"https://doi.org/10.3390/mti7050044","url":null,"abstract":"This article discusses the design, development, and usability assessment of a mobile system for producing hydrological predictions and sending flood warnings in response to the desire for human-centered technology to better the management of flood occurrences. Our work acts as a bibliographic reference for understanding what others have attempted and found, as well as gives an integrated set of recommendations. Furthermore, our guidelines offer guidance to aid in the design of mobile GIS-based hydrological models for mobile devices. We concentrate on the full design of a human–computer interaction framework for an effective flood prediction and warning system. In addition, we analyze and address the current user needs and requirements for building a user interface for mobile real-time flood forecasting in a methodical manner. Although a functional prototype was created, the primary objective of this research was to comprehend the complexity of possible users’ demands and actual use situations in order to solve the problem of comparable systems being difficult to use. After consulting with possible consumers, application design standards were established and implemented in the initial prototype. Focusing on user demands and attitudes, special consideration was given to the usability of the mobile interface. To develop the application, a variety of assessment methods are added. The conclusion of the examination was that the system is efficient and effective.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130903612","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}
Sharon Yavo-Ayalon, Swapna Joshi, Yuzhen (Adam) Zhang, R. Han, Narges Mahyar, Wendy Ju
{"title":"Building Community Resiliency through Immersive Communal Extended Reality (CXR)","authors":"Sharon Yavo-Ayalon, Swapna Joshi, Yuzhen (Adam) Zhang, R. Han, Narges Mahyar, Wendy Ju","doi":"10.3390/mti7050043","DOIUrl":"https://doi.org/10.3390/mti7050043","url":null,"abstract":"Situated and shared experiences can motivate community members to plan shared action, promoting community engagement. We deployed and evaluated a communal extended-reality (CXR) bus tour that depicts the possible impacts of flooding and climate change. This paper describes the results of seven community engagement sessions with a total of N = 74 members of the Roosevelt Island community. We conducted pre- and post-bus tour focus groups to understand how the tour affected these community members’ awareness and motivation to take action. We found that the unique qualities of immersive, situated, and geo-located virtual reality (VR) on a bus made climate change feel real, brought the consequences of climate change closer to home, and highlighted existing community resources to address the issue. Our results showed that the CXR experience helped to simulate a physical emergency state, which empowered the community to translate feelings of hopelessness into creative and actionable ideas. Our finding exemplifies that geo-located VR on a bus can be a powerful tool to motivate innovations and collective action. Our work is a first-of-its-kind empirical contribution showing that CXR experiences can inspire action. It offers a proof-of-concept of a large-scale community engagement process featuring simulated communal experiences, leading to creative ideas for a bottom-up community resiliency plan.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133158804","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}
Abdallah Namoun, M. Humayun, Oussama Benrhouma, Burhan Rashid Hussein, Ali Tufail, Abdullah M. Alshanqiti, Waqas Nawaz
{"title":"Service Selection Using an Ensemble Meta-Learning Classifier for Students with Disabilities","authors":"Abdallah Namoun, M. Humayun, Oussama Benrhouma, Burhan Rashid Hussein, Ali Tufail, Abdullah M. Alshanqiti, Waqas Nawaz","doi":"10.3390/mti7050042","DOIUrl":"https://doi.org/10.3390/mti7050042","url":null,"abstract":"Students with special needs should be empowered to use assistive technologies and services that suit their individual circumstances and environments to maximize their learning attainment. Fortunately, modern distributed computing paradigms, such as the Internet of Things (IoT), cloud computing, and mobile computing, provide ample opportunities to create and offer a multitude of digital assistive services and devices for people with disabilities. However, choosing the appropriate services from a pool of competing services while satisfying the unique requirements of disabled learners remains a challenging research endeavor. In this article, we propose an ensemble meta-learning model that ranks and selects the best IoT services while considering the diverse needs of disabled students within the educational context. We train and test our deep ensemble meta-learning model using two synthetically generated assistive services datasets. The first dataset incorporates 50,000 records representing the possible use of 12 learning activities, fulfilled by 60 distinct assistive services. The second dataset includes a range of 120,000 service ratings of seven quality features, including response, availability, successibility, latency, cost, quality of service, and accessibility. Our deep learning model uses an ensemble of multiple input learners fused using a meta-classification network shared by all the outputs representing individual assistive services. The model achieves significantly better results than traditional machine learning models (i.e., support vector machine and random forest) and a simple feed-forward neural network model without the ensemble technique. Furthermore, we extended our model to utilize the accessibility rating of services to suggest appropriate educational services for disabled learners. The empirical results show the acceptability of our assistive service recommender for learners with disabilities.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129549749","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}
Ana Moya, Leire Bastida, P. Aguirrezabal, Matteo Pantano, Patricia Abril-Jiménez
{"title":"Augmented Reality for Supporting Workers in Human-Robot Collaboration","authors":"Ana Moya, Leire Bastida, P. Aguirrezabal, Matteo Pantano, Patricia Abril-Jiménez","doi":"10.3390/mti7040040","DOIUrl":"https://doi.org/10.3390/mti7040040","url":null,"abstract":"This paper discusses the potential benefits of using augmented reality (AR) technology to enhance human–robot collaborative industrial processes. The authors describe a real-world use case at Siemens premises in which an AR-based authoring tool is used to reduce cognitive load, assist human workers in training robots, and support calibration and inspection tasks during assembly tasks. The study highlights the potential of AR as a solution for optimizing human–robot collaboration and improving productivity. The article describes the methodology used to deploy and evaluate the ARContent tool, which demonstrated improved usability, reduced task load, and increased efficiency in the assembly process. However, the study is limited by the restricted availability of workers and their knowledge of assembly tasks with robots. The authors suggest that future work should focus on testing the ARContent tool with a larger user pool and improving the authoring tool based on the shortcomings identified during the study. Overall, this work shows the potential for AR technology to revolutionize industrial processes and improve collaboration between humans and robots.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129765059","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}
L. Al-Qora'n, Abdelsalam M. Al-odat, Saheer Al-Jaghoub, Hussein Al-Yaseen
{"title":"State of the Art of Mobile Learning in Jordanian Higher Education: An Empirical Study","authors":"L. Al-Qora'n, Abdelsalam M. Al-odat, Saheer Al-Jaghoub, Hussein Al-Yaseen","doi":"10.3390/mti7040041","DOIUrl":"https://doi.org/10.3390/mti7040041","url":null,"abstract":"A new approach to learning is mobile learning (m-learning), which makes use of special features of mobile devices in the education sector. M-learning is becoming increasingly common in higher education institutions all around the world. The use of mobile devices for education and learning has also gained popularity in Jordan. Unlike studies about Jordan, there are many studies that thoroughly analyze the situation of m-learning in other countries. Thus, it is important to understand the current situation of m-learning at Jordanian universities, especially in light of the COVID-19 pandemic. While there have been some studies conducted prior to COVID-19 and a few studies after COVID-19, there is a need for a comprehensive study that provides an in-depth exploration of the current situation, student adoption, benefits, disadvantages, and challenges, particularly following COVID-19. Therefore, this study utilizes a sequential exploratory mixed research method to investigate the current state of the art of m-learning in Jordanian higher education with a particular focus on student adoption, benefits, disadvantages, and challenges. Firstly, the study explores the existing literature on m-learning and conducts 15 interviews with educators and learners in three Jordanian universities to gain insights into their experiences with m-learning. The study then distributes a survey to students at four Jordanian universities, representing both public and private universities, to generalize the results from the qualitative study. Additionally, the study investigates the relationship between student enrollment in public/private universities and the adoption of m-learning. The study came to the conclusion that students have a positive opinion of m-learning and are also willing to use it. However, there are a number of disadvantages and challenges to its adoption. Additionally, there is a relationship between student enrolment in public/private universities and the adoption of m-learning. These findings have important implications for institutions that want to incorporate m-learning into their undergraduate and graduate degree programs, as they aid decision-makers in these universities in creating frameworks that may be able to meet the needs of m-learning.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"58 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134290276","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":"Differences of Training Structures on Stimulus Class Formation in Computational Agents","authors":"Alexis Carrillo, M. Betancort","doi":"10.3390/mti7040039","DOIUrl":"https://doi.org/10.3390/mti7040039","url":null,"abstract":"Stimulus Equivalence (SE) is a behavioural phenomenon in which organisms respond functionally to stimuli without explicit training. SE provides a framework in the experimental analysis of behaviour to study language, symbolic behaviour, and cognition. It is also a frequently discussed matter in interdisciplinary research, linking behaviour analysis with linguistics and neuroscience. Previous research has attempted to replicate SE with computational agents, mostly based on Artificial Neural Network (ANN) models. The aim of this paper was to analyse the effect of three Training Structures (TSs) on stimulus class formation in a simulation with ANNs as computational agents performing a classification task, in a matching-to-sample procedure. Twelve simulations were carried out as a product of the implementation of four ANN architectures on the three TSs. SE was not achieved, but two agents showed an emergent response on half of the transitivity test pairs on linear sequence TSs and reflexivity on one member of the class. The results suggested that an ANN with a large enough number of units in a hidden layer can perform a limited number of emergent relations within specific experimental conditions: reflexivity on B and transitivity on AC, when pairs AB and BC are trained on a three-member stimulus class and tested in a classification task. Reinforcement learning is proposed as the framework for further simulations.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115677777","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}