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Assessing Heuristic Evaluation in Immersive Virtual Reality - A Case Study on Future Guidance Systems 沉浸式虚拟现实中的启发式评估——以未来导航系统为例
Multimodal Technol. Interact. Pub Date : 2023-02-09 DOI: 10.3390/mti7020019
Sebastian Stadler, H. Cornet, F. Frenkler
{"title":"Assessing Heuristic Evaluation in Immersive Virtual Reality - A Case Study on Future Guidance Systems","authors":"Sebastian Stadler, H. Cornet, F. Frenkler","doi":"10.3390/mti7020019","DOIUrl":"https://doi.org/10.3390/mti7020019","url":null,"abstract":"A variety of evaluation methods for user interfaces (UI) exist such as usability testing, cognitive walkthrough, and heuristic evaluation. However, UIs such as guidance systems at transit hubs must be evaluated in their intended application field to allow the effective and valid identification of usability flaws. However, what if evaluations are not feasible in real environments, or laboratorial conditions cannot be ensured? Based on adapted heuristics, in the present study, the method of heuristic evaluation is combined with immersive Virtual Reality (VR) for the identification of usability flaws of dynamic guidance systems (DGS) at transit hubs. The study involved usability evaluations of nine DGS concepts using the newly proposed method. The results show that compared to computer-based heuristic evaluations, the use of immersive VR led to the identification of an increased amount of “severe” usability flaws as well as overall usability flaws. Within a qualitative assessment, immersive VR is validated as a suitable tool for conducting heuristic evaluations involving significant advantages such as the creation of realistic experiences in laboratorial conditions. Future work seeks to further prove the suitability of using immersive VR for heuristic evaluations and compare the proposed method to other evaluative methods.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"51 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":"117138587","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
Roadmap for the Development of EnLang4All: A Video Game for Learning English 英语学习电子游戏EnLang4All的发展路线图
Multimodal Technol. Interact. Pub Date : 2023-02-03 DOI: 10.3390/mti7020017
I. Alexandre, P. Lopes, Cynthia Borges
{"title":"Roadmap for the Development of EnLang4All: A Video Game for Learning English","authors":"I. Alexandre, P. Lopes, Cynthia Borges","doi":"10.3390/mti7020017","DOIUrl":"https://doi.org/10.3390/mti7020017","url":null,"abstract":"Nowadays, people are more predisposed to being self-taught due to the availability of online information. With digitalization, information appears not only in its conventional state, as blogs, articles, newspapers, or e-books, but also in more interactive and enticing ways. Video games have become a transmission vehicle for information and knowledge, but they require specific treatment in respect of their presentation and the way in which users interact with them. This treatment includes usability guidelines and heuristics that provide video game properties that are favorable to a better user experience, conducive to captivating the user and to assimilating the content. In this research, usability guidelines and heuristics, complemented with recommendations from educational video game studies, were gathered and analyzed for application to a video game for English language learning called EnLang4All, which was also developed in the scope of this project and evaluated in terms of its reception by users.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114409335","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
Ranking Crossing Scenario Complexity for eHMIs Testing: A Virtual Reality Study eHMIs测试的跨场景复杂度排序:虚拟现实研究
Multimodal Technol. Interact. Pub Date : 2023-02-02 DOI: 10.3390/mti7020016
Elena Fratini, R. Welsh, P. Thomas
{"title":"Ranking Crossing Scenario Complexity for eHMIs Testing: A Virtual Reality Study","authors":"Elena Fratini, R. Welsh, P. Thomas","doi":"10.3390/mti7020016","DOIUrl":"https://doi.org/10.3390/mti7020016","url":null,"abstract":"External human–machine interfaces (eHMIs) have the potential to benefit AV–pedestrian interactions. The majority of studies investigating eHMIs have used relatively simple traffic environments, i.e., a single pedestrian crossing in front of a single eHMI on a one-lane straight road. While this approach has proved to be efficient in providing an initial understanding of how pedestrians respond to eHMIs, it over-simplifies interactions which will be substantially more complex in real-life circumstances. A process is illustrated in a small-scale study (N = 10) to rank different crossing scenarios by level of complexity. Traffic scenarios were first developed for varying traffic density, visual complexity of the road scene, road geometry, weather and visibility conditions, and presence of distractions. These factors have been previously shown to increase difficulty and riskiness of the crossing task. The scenarios were then tested in a motion-based, virtual reality environment. Pedestrians’ perceived workload and objective crossing behaviour were measured as indirect indicators of the level of complexity of the crossing scenario. Sense of presence and simulator sickness were also recorded as a measure of the ecological validity of the virtual environment. The results indicated that some crossing scenarios were more taxing for pedestrians than others, such as those with road geometries where traffic approached from multiple directions. Further, the presence scores showed that the virtual environments experienced were found to be realistic. This paper concludes by proposing a “complex” environment to test eHMIs under more challenging crossing circumstances.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125046244","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
Challenges and Trends in User Trust Discourse in AI Popularity 人工智能普及中用户信任话语的挑战与趋势
Multimodal Technol. Interact. Pub Date : 2023-01-31 DOI: 10.3390/mti7020013
Sonia C. Sousa, J. Cravino, Paulo Martins
{"title":"Challenges and Trends in User Trust Discourse in AI Popularity","authors":"Sonia C. Sousa, J. Cravino, Paulo Martins","doi":"10.3390/mti7020013","DOIUrl":"https://doi.org/10.3390/mti7020013","url":null,"abstract":"The Internet revolution in 1990, followed by the data-driven and information revolution, has transformed the world as we know it. Nowadays, what seam to be 10 to 20 years ago, a science fiction idea (i.e., machines dominating the world) is seen as possible. This revolution also brought a need for new regulatory practices where user trust and artificial Intelligence (AI) discourse has a central role. This work aims to clarify some misconceptions about user trust in AI discourse and fight the tendency to design vulnerable interactions that lead to further breaches of trust, both real and perceived. Findings illustrate the lack of clarity in understanding user trust and its effects on computer science, especially in measuring user trust characteristics. It argues for clarifying those notions to avoid possible trust gaps and misinterpretations in AI adoption and appropriation.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"1 1","pages":"13"},"PeriodicalIF":0.0,"publicationDate":"2023-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115432679","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
Enhancing Operational Police Training in High Stress Situations with Virtual Reality: Experiences, Tools and Guidelines 运用虚拟现实技术加强高压环境下的警务训练:经验、工具及指引
Multimodal Technol. Interact. Pub Date : 2023-01-31 DOI: 10.3390/mti7020014
Olivia Zechner, Lisanne Kleygrewe, Emma Jaspaert, Helmut Schrom-Feiertag, R. Hutter, M. Tscheligi
{"title":"Enhancing Operational Police Training in High Stress Situations with Virtual Reality: Experiences, Tools and Guidelines","authors":"Olivia Zechner, Lisanne Kleygrewe, Emma Jaspaert, Helmut Schrom-Feiertag, R. Hutter, M. Tscheligi","doi":"10.3390/mti7020014","DOIUrl":"https://doi.org/10.3390/mti7020014","url":null,"abstract":"Virtual Reality (VR) provides great opportunities for police officers to train decision-making and acting (DMA) in cognitively demanding and stressful situations. This paper presents a summary of findings from a three-year project, including requirements collected from experienced police trainers and industry experts, and quantitative and qualitative results of human factor studies and field trials. Findings include advantages of VR training such as the possibility to safely train high-risk situations in controllable and reproducible training environments, include a variety of avatars that would be difficult to use in real-life training (e.g., vulnerable populations or animals) and handle dangerous equipment (e.g., explosives) but also highlight challenges such as tracking, locomotion and intelligent virtual agents. The importance of strong alignment between training didactics and technical possibilities is highlighted and potential solutions presented. Furthermore training outcomes are transferable to real-world police duties and may apply to other domains that would benefit from simulation-based training.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128207502","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: 4
Research in Computational Expressive Music Performance and Popular Music Production: A Potential Field of Application? 计算表达音乐表演和流行音乐制作的研究:一个潜在的应用领域?
Multimodal Technol. Interact. Pub Date : 2023-01-31 DOI: 10.3390/mti7020015
Pierluigi Bontempi, S. Canazza, Filippo Carnovalini, A. Rodà
{"title":"Research in Computational Expressive Music Performance and Popular Music Production: A Potential Field of Application?","authors":"Pierluigi Bontempi, S. Canazza, Filippo Carnovalini, A. Rodà","doi":"10.3390/mti7020015","DOIUrl":"https://doi.org/10.3390/mti7020015","url":null,"abstract":"In music, the interpreter manipulates the performance parameters in order to offer a sonic rendition of the piece that is capable of conveying specific expressive intentions. Since the 1980s, there has been growing interest in expressive music performance (EMP) and its computational modeling. This research field has two fundamental objectives: understanding the phenomenon of human musical interpretation and the automatic generation of expressive performances. Rule-based, statistical, machine, and deep learning approaches have been proposed, most of them devoted to the classical repertoire, in particular to piano pieces. On the contrary, we introduce the role of expressive performance within popular music and the contemporary ecology of pop music production based on the use of digital audio workstations (DAWs) and virtual instruments. After an analysis of the tools related to expressiveness commonly available to modern producers, we propose a detailed survey of research into the computational EMP field, highlighting the potential and limits of what is present in the literature with respect to the context of popular music, which by its nature cannot be completely superimposed to the classical one. In the concluding discussion, we suggest possible lines of future research in the field of computational expressiveness applied to pop music.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122019242","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
Velocity-Oriented Dynamic Control-Display Gain for Kinesthetic Interaction with a Grounded Force-Feedback Device 面向速度的动态控制-显示增益与接地力反馈装置的动觉交互
Multimodal Technol. Interact. Pub Date : 2023-01-28 DOI: 10.3390/mti7020012
Zhenxing Li, J. Kangas, R. Raisamo
{"title":"Velocity-Oriented Dynamic Control-Display Gain for Kinesthetic Interaction with a Grounded Force-Feedback Device","authors":"Zhenxing Li, J. Kangas, R. Raisamo","doi":"10.3390/mti7020012","DOIUrl":"https://doi.org/10.3390/mti7020012","url":null,"abstract":"Kinesthetic interaction is an important interaction method for virtual reality. Current kinesthetic interaction using a grounded force-feedback device, however, is still considered difficult and time-consuming because of the interaction difficulty in a three-dimensional space. Velocity-oriented dynamic control–display (CD) gain has been used to improve user task performance with pointing devices, such as the mouse. In this study, we extended the application of this technique to kinesthetic interaction and examined its effects on interaction speed, positioning accuracy and touch perception. The results showed that using this technique could improve interaction speed without affecting positioning accuracy in kinesthetic interaction. Velocity-oriented dynamic CD gain could negatively affect touch perception in softness while using large gains. However, it is promising and particularly suitable for kinesthetic tasks that do not require high accuracy in touch perception.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133746446","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
Association of the Big Five Personality Traits with Training Effectiveness, Sense of Presence, and Cybersickness in Virtual Reality 虚拟现实中五大人格特质与训练效果、存在感和晕机的关系
Multimodal Technol. Interact. Pub Date : 2023-01-23 DOI: 10.3390/mti7020011
Sebastian Thorp, L. M. Rimol, Simone Grassini
{"title":"Association of the Big Five Personality Traits with Training Effectiveness, Sense of Presence, and Cybersickness in Virtual Reality","authors":"Sebastian Thorp, L. M. Rimol, Simone Grassini","doi":"10.3390/mti7020011","DOIUrl":"https://doi.org/10.3390/mti7020011","url":null,"abstract":"Virtual reality (VR) presents numerous opportunities for training skills and abilities through the technology’s capacity to simulate realistic training scenarios and environments. This can be seen in how newer research has emphasized how VR can be used for creating adaptable training scenarios. Nevertheless, a limited number of studies have examined how personality traits can influence the training effectiveness of participants within VR. To assess individual preferences in a virtual environment, the current study examines the associations of Big Five personality traits with training effectiveness from VR, as well as sense of presence and cybersickness. Our results show that traits of high agreeableness and low conscientiousness are predictors of training transferability in the VR environment in relation to the real world. Furthermore, the results also showed that trainees experiencing higher levels of cybersickness incurred worse training outcomes.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125518603","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
Smiles and Angry Faces vs. Nods and Head Shakes: Facial Expressions at the Service of Autonomous Vehicles 微笑和愤怒的脸vs.点头和摇头:自动驾驶汽车的面部表情
Multimodal Technol. Interact. Pub Date : 2023-01-20 DOI: 10.3390/mti7020010
Alexandros Rouchitsas, H. Alm
{"title":"Smiles and Angry Faces vs. Nods and Head Shakes: Facial Expressions at the Service of Autonomous Vehicles","authors":"Alexandros Rouchitsas, H. Alm","doi":"10.3390/mti7020010","DOIUrl":"https://doi.org/10.3390/mti7020010","url":null,"abstract":"When deciding whether to cross the street or not, pedestrians take into consideration information provided by both vehicle kinematics and the driver of an approaching vehicle. It will not be long, however, before drivers of autonomous vehicles (AVs) will be unable to communicate their intention to pedestrians, as they will be engaged in activities unrelated to driving. External human–machine interfaces (eHMIs) have been developed to fill the communication gap that will result by offering information to pedestrians about the situational awareness and intention of an AV. Several anthropomorphic eHMI concepts have employed facial expressions to communicate vehicle intention. The aim of the present study was to evaluate the efficiency of emotional (smile; angry expression) and conversational (nod; head shake) facial expressions in communicating vehicle intention (yielding; non-yielding). Participants completed a crossing intention task where they were tasked with deciding appropriately whether to cross the street or not. Emotional expressions communicated vehicle intention more efficiently than conversational expressions, as evidenced by the lower latency in the emotional expression condition compared to the conversational expression condition. The implications of our findings for the development of anthropomorphic eHMIs that employ facial expressions to communicate vehicle intention are discussed.","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128706348","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
Emerging Technologies and New Media for Children: Introduction 面向儿童的新兴技术与新媒体:导论
Multimodal Technol. Interact. Pub Date : 2023-01-19 DOI: 10.3390/mti7020008
Émeline Brulé, Kiley Sobel
{"title":"Emerging Technologies and New Media for Children: Introduction","authors":"Émeline Brulé, Kiley Sobel","doi":"10.3390/mti7020008","DOIUrl":"https://doi.org/10.3390/mti7020008","url":null,"abstract":"In his 1749 essay, Letter on the Blind for the Use of Those Who Can See, Diderot explores the impact of vision, or lack thereof, on the development of knowledge [...]","PeriodicalId":408374,"journal":{"name":"Multimodal Technol. Interact.","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129935967","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
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