Multimodal Technol. Interact.最新文献

筛选
英文 中文
Learning about Victims of Holocaust in Virtual Reality: The Main, Mediating and Moderating Effects of Technology, Instructional Method, Flow, Presence, and Prior Knowledge 虚拟现实中大屠杀受害者的学习:技术、教学方法、心流、存在和先验知识的主要、中介和调节作用
Multimodal Technol. Interact. Pub Date : 2023-03-06 DOI: 10.3390/mti7030028
Miriam Mulders
{"title":"Learning about Victims of Holocaust in Virtual Reality: The Main, Mediating and Moderating Effects of Technology, Instructional Method, Flow, Presence, and Prior Knowledge","authors":"Miriam Mulders","doi":"10.3390/mti7030028","DOIUrl":"https://doi.org/10.3390/mti7030028","url":null,"abstract":"The goal of the current study was to investigate the effects of a virtual reality (VR) simulation of Anne Frank’s hiding place on learning. In a 2 × 2 experiment, 132 middle school students learned about the living conditions of Anne Frank, a girl of Jewish heritage during the Second World War, through desktop VR (DVR) and head-mounted display VR (HMD-VR) (media conditions). Approximately half of each group engaged in an explorative vs. an expository learning approach (method condition). The exposition group received instructions on how to explore the hiding place stepwise, whereas the exploration group experienced it autonomously. Next to the main effects of media and methods, the mediating effects of the learning process variables of presence and flow and the moderating effects of contextual variables (e.g., prior technical knowledge) have been analyzed. The results revealed that the HMD-VR led to significantly improved evaluation, and—even if not statistically significant—perspective-taking in Anne, but less knowledge gain compared to DVR. Further results showed that adding instructions and segmentation within the exposition group led to significantly increased knowledge gain compared to the exploration group. For perspective-taking and evaluation, no differences were detected. A significant interaction between media and methods was not found. No moderating effects by contextual variables but mediating effects were observed: For example, the feeling of presence within VR can fully explain the relationships between media and learning. These results support the view that learning processes are crucial for learning in VR and that studies neglecting these learning processes may be confounded. Hence, the results pointed out that media comparison studies are limited because they do not consider the complex interaction structures of media, instructional methods, learning processes, and contextual variables.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117054092","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}
引用次数: 1
Need for UAI-Anatomy of the Paradigm of Usable Artificial Intelligence for Domain-Specific AI Applicability 对AI的需求——对特定领域AI适用性的可用人工智能范式的剖析
Multimodal Technol. Interact. Pub Date : 2023-02-28 DOI: 10.3390/mti7030027
Hajo Wiemer, Dorothea Schneider, Valentin Lang, Felix Conrad, Mauritz Mälzer, E. Boos, Kim Feldhoff, L. Drowatzky, Steffen Ihlenfeldt
{"title":"Need for UAI-Anatomy of the Paradigm of Usable Artificial Intelligence for Domain-Specific AI Applicability","authors":"Hajo Wiemer, Dorothea Schneider, Valentin Lang, Felix Conrad, Mauritz Mälzer, E. Boos, Kim Feldhoff, L. Drowatzky, Steffen Ihlenfeldt","doi":"10.3390/mti7030027","DOIUrl":"https://doi.org/10.3390/mti7030027","url":null,"abstract":"Data-driven methods based on artificial intelligence (AI) are powerful yet flexible tools for gathering knowledge and automating complex tasks in many areas of science and practice. Despite the rapid development of the field, the existing potential of AI methods to solve recent industrial, corporate and social challenges has not yet been fully exploited. Research shows the insufficient practicality of AI in domain-specific contexts as one of the main application hurdles. Focusing on industrial demands, this publication introduces a new paradigm in terms of applicability of AI methods, called Usable AI (UAI). Aspects of easily accessible, domain-specific AI methods are derived, which address essential user-oriented AI services within the UAI paradigm: usability, suitability, integrability and interoperability. The relevance of UAI is clarified by describing challenges, hurdles and peculiarities of AI applications in the production area, whereby the following user roles have been abstracted: developers of cyber–physical production systems (CPPS), developers of processes and operators of processes. The analysis shows that target artifacts, motivation, knowledge horizon and challenges differ for the user roles. Therefore, UAI shall enable domain- and user-role-specific adaptation of affordances accompanied by adaptive support of vertical and horizontal integration across the domains and user roles.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126659310","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}
引用次数: 0
Developing Usability Guidelines for mHealth Applications (UGmHA) 开发移动医疗应用程序的可用性指南(UGmHA)
Multimodal Technol. Interact. Pub Date : 2023-02-28 DOI: 10.3390/mti7030026
Eman S. Nasr, W. Alsaggaf, Doaa Sinnari
{"title":"Developing Usability Guidelines for mHealth Applications (UGmHA)","authors":"Eman S. Nasr, W. Alsaggaf, Doaa Sinnari","doi":"10.3390/mti7030026","DOIUrl":"https://doi.org/10.3390/mti7030026","url":null,"abstract":"Mobile health (mHealth) is a branch of electronic health (eHealth) technology that provides healthcare services using smartphones and wearable devices. However, most mHealth applications were developed without applying mHealth specialized usability guidelines. Although many researchers have used various guidelines to design and evaluate mHealth applications, these guidelines have certain limitations. First, some of them are general guidelines. Second, others are specified for mHealth applications; however, they only cover a few features of mHealth applications. Third, some of them did not consider accessibility needs for the elderly and people with special needs. Therefore, this paper proposes a new set of usability guidelines for mHealth applications (UGmHA) based on Quinones et al.’s formal methodology, which consists of seven stages starting from the Exploratory stage and ending with the Refining stage. What distinguishes these proposed guidelines is that they are easy to follow, consider the feature of accessibility for the elderly and people with special needs and cover different features of mHealth applications. In order to validate UGmHA, an experiment was conducted on two applications in Saudi Arabia using UGmHA versus other well-known usability guidelines to discover usability issues. The experimental results show that the UGmHA discovered more usability issues than did the other guidelines.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123686194","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}
引用次数: 1
Can AI-Oriented Requirements Enhance Human-Centered Design of Intelligent Interactive Systems? Results from a Workshop with Young HCI Designers 面向ai的需求能否提升智能交互系统的人性化设计?年轻HCI设计师工作坊的结果
Multimodal Technol. Interact. Pub Date : 2023-02-25 DOI: 10.3390/mti7030024
Pietro Battistoni, M. D. Gregorio, Marco Romano, M. Sebillo, G. Vitiello
{"title":"Can AI-Oriented Requirements Enhance Human-Centered Design of Intelligent Interactive Systems? Results from a Workshop with Young HCI Designers","authors":"Pietro Battistoni, M. D. Gregorio, Marco Romano, M. Sebillo, G. Vitiello","doi":"10.3390/mti7030024","DOIUrl":"https://doi.org/10.3390/mti7030024","url":null,"abstract":"In this paper, we show that the evolution of artificial intelligence (AI) and its increased presence within an interactive system pushes designers to rethink the way in which AI and its users interact and to highlight users’ feelings towards AI. For novice designers, it is crucial to acknowledge that both the user and artificial intelligence possess decision-making capabilities. Such a process may involve mediation between humans and artificial intelligence. This process should also consider the mutual learning that can occur between the two entities over time. Therefore, we explain how to adapt the Human-Centered Design (HCD) process to give centrality to AI as the user, further empowering the interactive system, and to adapt the interaction design to the actual capabilities, limitations, and potentialities of AI. This is to encourage designers to explore the interactions between AI and humans and focus on the potential user experience. We achieve such centrality by extracting and formalizing a new category of AI requirements. We have provocatively named this extension: “Intelligence-Centered”. A design workshop with MsC HCI students was carried out as a case study supporting this change of perspective in design.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"141 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116278538","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}
引用次数: 3
A Literature Survey of How to Convey Transparency in Co-Located Human-Robot Interaction 关于人机交互中如何传递透明度的文献综述
Multimodal Technol. Interact. Pub Date : 2023-02-25 DOI: 10.3390/mti7030025
S. Y. Schött, Rifat Mehreen Amin, A. Butz
{"title":"A Literature Survey of How to Convey Transparency in Co-Located Human-Robot Interaction","authors":"S. Y. Schött, Rifat Mehreen Amin, A. Butz","doi":"10.3390/mti7030025","DOIUrl":"https://doi.org/10.3390/mti7030025","url":null,"abstract":"In human–robot interaction, transparency is essential to ensure that humans understand and trust robots. Understanding is vital from an ethical perspective and benefits interaction, e.g., through appropriate trust. While there is research on explanations and their content, the methods used to convey the explanations are underexplored. It remains unclear which approaches are used to foster understanding. To this end, we contribute a systematic literature review exploring how robot transparency is fostered in papers published in the ACM Digital Library and IEEE Xplore. We found that researchers predominantly rely on monomodal visual or verbal explanations to foster understanding. Commonly, these explanations are external, as opposed to being integrated in the robot design. This paper provides an overview of how transparency is communicated in human–robot interaction research and derives a classification with concrete recommendations for communicating transparency. Our results establish a solid base for consistent, transparent human–robot interaction designs.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129477841","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}
引用次数: 5
Comparison of Using an Augmented Reality Learning Tool at Home and in a Classroom Regarding Motivation and Learning Outcomes 在家庭和课堂上使用增强现实学习工具的动机和学习效果的比较
Multimodal Technol. Interact. Pub Date : 2023-02-23 DOI: 10.3390/mti7030023
Aldo Uriarte-Portillo, M. Ibáñez, Ramón Zataraín-Cabada, María Lucía Barrón Estrada
{"title":"Comparison of Using an Augmented Reality Learning Tool at Home and in a Classroom Regarding Motivation and Learning Outcomes","authors":"Aldo Uriarte-Portillo, M. Ibáñez, Ramón Zataraín-Cabada, María Lucía Barrón Estrada","doi":"10.3390/mti7030023","DOIUrl":"https://doi.org/10.3390/mti7030023","url":null,"abstract":"The recent pandemic brought on considerable changes in terms of learning activities, which were moved from in-person classroom-based lessons to virtual work performed at home in most world regions. One of the most considerable challenges faced by educators was keeping students motivated toward learning activities. Interactive learning environments in general, and augmented reality (AR)-based learning environments in particular, are thought to foster emotional and cognitive engagement when used in the classroom. This study aims to compare the motivation and learning outcomes of middle school students in two educational settings: in the classroom and at home. The study involved 55 middle school students using the AR application to practice basic chemistry concepts. The results suggested that students’ general motivation towards the activity was similar in both settings. However, students who worked at home reported better satisfaction and attention levels compared with those who worked in the classroom. Additionally, students who worked at home made fewer mistakes and achieved better grades compared with those who worked in the classroom. Overall, the study suggests that AR can be exploited as an effective learning environment for learning the basic principles of chemistry in home settings.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126943494","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}
引用次数: 2
A Review of Design and Evaluation Practices in Mobile Text Entry for Visually Impaired and Blind Persons 视障和盲人移动文本录入系统设计与评价实践综述
Multimodal Technol. Interact. Pub Date : 2023-02-17 DOI: 10.3390/mti7020022
Andreas Komninos, Vassilios Stefanis, J. Garofalakis
{"title":"A Review of Design and Evaluation Practices in Mobile Text Entry for Visually Impaired and Blind Persons","authors":"Andreas Komninos, Vassilios Stefanis, J. Garofalakis","doi":"10.3390/mti7020022","DOIUrl":"https://doi.org/10.3390/mti7020022","url":null,"abstract":"Millions of people with vision impairment or vision loss face considerable barriers in using mobile technology and services due to the difficulty of text entry. In this paper, we review related studies involving the design and evaluation of novel prototypes for mobile text entry for persons with vision loss or impairment. We identify the practices and standards of the research community and compare them against the practices in research for non-impaired persons. We find that there are significant shortcomings in the methodological and result-reporting practices in both population types. In highlighting these issues, we hope to inspire more and better quality research in the domain of mobile text entry for persons with and without vision impairment.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127615541","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}
引用次数: 1
Simulating Wearable Urban Augmented Reality Experiences in VR: Lessons Learnt from Designing Two Future Urban Interfaces 在VR中模拟可穿戴城市增强现实体验:设计两个未来城市界面的经验教训
Multimodal Technol. Interact. Pub Date : 2023-02-16 DOI: 10.3390/mti7020021
Tram Thi Minh Tran, Callum Parker, Marius Hoggenmüller, L. Hespanhol, M. Tomitsch
{"title":"Simulating Wearable Urban Augmented Reality Experiences in VR: Lessons Learnt from Designing Two Future Urban Interfaces","authors":"Tram Thi Minh Tran, Callum Parker, Marius Hoggenmüller, L. Hespanhol, M. Tomitsch","doi":"10.3390/mti7020021","DOIUrl":"https://doi.org/10.3390/mti7020021","url":null,"abstract":"Augmented reality (AR) has the potential to fundamentally change how people engage with increasingly interactive urban environments. However, many challenges exist in designing and evaluating these new urban AR experiences, such as technical constraints and safety concerns associated with outdoor AR. We contribute to this domain by assessing the use of virtual reality (VR) for simulating wearable urban AR experiences, allowing participants to interact with future AR interfaces in a realistic, safe and controlled setting. This paper describes two wearable urban AR applications (pedestrian navigation and autonomous mobility) simulated in VR. Based on a thematic analysis of interview data collected across the two studies, we find that the VR simulation successfully elicited feedback on the functional benefits of AR concepts and the potential impact of urban contextual factors, such as safety concerns, attentional capacity, and social considerations. At the same time, we highlight the limitations of this approach in terms of assessing the AR interface’s visual quality and providing exhaustive contextual information. The paper concludes with recommendations for simulating wearable urban AR experiences in VR.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"109 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128163913","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}
引用次数: 2
How Can One Share a User's Activity during VR Synchronous Augmentative Cooperation? 如何在VR同步增强合作中共享用户的活动?
Multimodal Technol. Interact. Pub Date : 2023-02-14 DOI: 10.3390/mti7020020
Thomas Rinnert, James A. Walsh, Cédric Fleury, Gilles Coppin, Thierry Duval, Bruce Thomas
{"title":"How Can One Share a User's Activity during VR Synchronous Augmentative Cooperation?","authors":"Thomas Rinnert, James A. Walsh, Cédric Fleury, Gilles Coppin, Thierry Duval, Bruce Thomas","doi":"10.3390/mti7020020","DOIUrl":"https://doi.org/10.3390/mti7020020","url":null,"abstract":"Collaborative virtual environments allow people to work together while being distant. At the same time, empathic computing aims to create a deeper shared understanding between people. In this paper, we investigate how to improve the perception of distant collaborative activities in a virtual environment by sharing users’ activity. We first propose several visualization techniques for sharing the activity of multiple users. We selected one of these techniques for a pilot study and evaluated its benefits in a controlled experiment using a virtual reality adaptation of the NASA MATB-II (Multi-Attribute Task Battery). Results show (1) that instantaneous indicators of users’ activity are preferred to indicators that continuously display the progress of a task, and (2) that participants are more confident in their ability to detect users needing help when using activity indicators.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131347460","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}
引用次数: 0
Designing to Leverage Presence in VR Rhythm Games 如何设计VR节奏游戏中的存在感
Multimodal Technol. Interact. Pub Date : 2023-02-09 DOI: 10.3390/mti7020018
Robert Dongas, Kazjon Grace
{"title":"Designing to Leverage Presence in VR Rhythm Games","authors":"Robert Dongas, Kazjon Grace","doi":"10.3390/mti7020018","DOIUrl":"https://doi.org/10.3390/mti7020018","url":null,"abstract":"Rhythm games are known for their engaging gameplay and have gained renewed popularity with the adoption of virtual reality (VR) technology. While VR rhythm games have achieved commercial success, there is a lack of research on how and why they are engaging, and the connection between that engagement and immersion or presence. This study aims to understand how the design of two popular VR rhythm games, Beat Saber and Ragnarock, leverages presence to immerse players. Through a mixed-methods approach, utilising the Multimodal Presence Scale and a thematic analysis of open-ended questions, we discovered four mentalities which characterise user experiences: action, game, story and musical. We discuss how these mentalities can mediate presence and immersion, suggesting considerations for how designers can leverage this mapping for similar or related games.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"147 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116613445","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}
引用次数: 1
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信