Zoe Anastasiadou, Eleni Dimitriadou, Andreas Lanitis
{"title":"Design and Evaluation of a Memory-Recalling Virtual Reality Application for Elderly Users","authors":"Zoe Anastasiadou, Eleni Dimitriadou, Andreas Lanitis","doi":"10.3390/mti8030024","DOIUrl":"https://doi.org/10.3390/mti8030024","url":null,"abstract":"Virtual reality (VR) can be useful in efforts that aim to improve the well-being of older members of society. Within this context, the work presented in this paper aims to provide the elderly with a user-friendly and enjoyable virtual reality application incorporating memory recall and storytelling activities that could promote mental awareness. An important aspect of the proposed VR application is the presence of a virtual audience that listens to the stories presented by elderly users and interacts with them. In an effort to maximize the impact of the VR application, research was conducted to study whether the elderly are willing to use the VR application and whether they believe it can help to improve well-being and reduce the effects of loneliness and social isolation. Self-reported results related to the experience of the users show that elderly users are positive towards the use of such an application in everyday life as a means of improving their overall well-being.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":" 30","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140221232","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":"Show-and-Tell: An Interface for Delivering Rich Feedback upon Creative Media Artefacts","authors":"Colin Dodds, Ahmed Kharrufa","doi":"10.3390/mti8030023","DOIUrl":"https://doi.org/10.3390/mti8030023","url":null,"abstract":"In this paper, we explore an approach to feedback which could allow those learning creative digital media practices in remote and asynchronous environments to receive rich, multi-modal, and interactive feedback upon their creative artefacts. We propose the show-and-tell feedback interface which couples graphical user interface changes (the show) to a text-based explanations (the tell). We describe the rationale behind the design and offer a tentative set of design criteria. We report the implementation and deployment into a real-world educational setting using a prototype interface developed to allow either traditional text-only feedback or our proposed show-and tell feedback across four sessions. The prototype was used to provide formative feedback upon music students’ coursework resulting in a total of 103 pieces of feedback. Thematic analysis was used to analyse the data obtained through interviews and focus groups with both educators and students (i.e., feedback givers and receivers). Recipients considered show-and-tell feedback to possess greater clarity and detail in comparison with the single modality text-only feedback they are used to receiving. We also report interesting emergent issues around control and artistic vision, and we discuss how these issues could be mitigated in future iterations of the interface.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"31 S1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140243619","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":"Enhancing Calculus Learning through Interactive VR and AR Technologies: A Study on Immersive Educational Tools","authors":"Logan Pinter, Mohammad Faridul Haque Siddiqui","doi":"10.3390/mti8030019","DOIUrl":"https://doi.org/10.3390/mti8030019","url":null,"abstract":"In the realm of collegiate education, calculus can be quite challenging for students. Many students struggle to visualize abstract concepts, as mathematics often moves into strict arithmetic rather than geometric understanding. Our study presents an innovative solution to this problem: an immersive, interactive VR graphing tool capable of standard 2D graphs, solids of revolution, and a series of visualizations deemed potentially useful to struggling students. This tool was developed within the Unity 3D engine, and while interaction and expression parsing rely on existing libraries, core functionalities were developed independently. As a pilot study, it includes qualitative information from a survey of students currently or previously enrolled in Calculus II/III courses, revealing its potential effectiveness. This survey primarily aims to determine the tool’s viability in future endeavors. The positive response suggests the tool’s immediate usefulness and its promising future in educational settings, prompting further exploration and consideration for adaptation into an Augmented Reality (AR) environment.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"53 8","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140087345","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}
C. Liebers, Pranav Megarajan, Jonas Auda, Tim Claudius Stratmann, Max Pfingsthorn, Uwe Gruenefeld, Stefan Schneegass
{"title":"Keep the Human in the Loop: Arguments for Human Assistance in the Synthesis of Simulation Data for Robot Training","authors":"C. Liebers, Pranav Megarajan, Jonas Auda, Tim Claudius Stratmann, Max Pfingsthorn, Uwe Gruenefeld, Stefan Schneegass","doi":"10.3390/mti8030018","DOIUrl":"https://doi.org/10.3390/mti8030018","url":null,"abstract":"Robot training often takes place in simulated environments, particularly with reinforcement learning. Therefore, multiple training environments are generated using domain randomization to ensure transferability to real-world applications and compensate for unknown real-world states. We propose improving domain randomization by involving human application experts in various stages of the training process. Experts can provide valuable judgments on simulation realism, identify missing properties, and verify robot execution. Our human-in-the-loop workflow describes how they can enhance the process in five stages: validating and improving real-world scans, correcting virtual representations, specifying application-specific object properties, verifying and influencing simulation environment generation, and verifying robot training. We outline examples and highlight research opportunities. Furthermore, we present a case study in which we implemented different prototypes, demonstrating the potential of human experts in the given stages. Our early insights indicate that human input can benefit robot training at different stages.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":" November","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140092720","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}
Setareh Zafari, Jesse de Pagter, Guglielmo Papagni, Alischa Rosenstein, Michael Filzmoser, Sabine T. Koeszegi
{"title":"Trust Development and Explainability: A Longitudinal Study with a Personalized Assistive System","authors":"Setareh Zafari, Jesse de Pagter, Guglielmo Papagni, Alischa Rosenstein, Michael Filzmoser, Sabine T. Koeszegi","doi":"10.3390/mti8030020","DOIUrl":"https://doi.org/10.3390/mti8030020","url":null,"abstract":"This article reports on a longitudinal experiment in which the influence of an assistive system’s malfunctioning and transparency on trust was examined over a period of seven days. To this end, we simulated the system’s personalized recommendation features to support participants with the task of learning new texts and taking quizzes. Using a 2 × 2 mixed design, the system’s malfunctioning (correct vs. faulty) and transparency (with vs. without explanation) were manipulated as between-subjects variables, whereas exposure time was used as a repeated-measure variable. A combined qualitative and quantitative methodological approach was used to analyze the data from 171 participants. Our results show that participants perceived the system making a faulty recommendation as a trust violation. Additionally, a trend emerged from both the quantitative and qualitative analyses regarding how the availability of explanations (even when not accessed) increased the perception of a trustworthy system.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"3 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140084686","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}
Achra Othman, Khansa Chemnad, A. Hassanien, A. Tlili, Christina Yan Zhang, Dena Al-Thani, F. Altınay, Hajer Chalghoumi, Hend S. Al-Khalifa, Maisa Obeid, Mohamed Jemni, Tawfik Al-Hadhrami, Z. Altınay
{"title":"Accessible Metaverse: A Theoretical Framework for Accessibility and Inclusion in the Metaverse","authors":"Achra Othman, Khansa Chemnad, A. Hassanien, A. Tlili, Christina Yan Zhang, Dena Al-Thani, F. Altınay, Hajer Chalghoumi, Hend S. Al-Khalifa, Maisa Obeid, Mohamed Jemni, Tawfik Al-Hadhrami, Z. Altınay","doi":"10.3390/mti8030021","DOIUrl":"https://doi.org/10.3390/mti8030021","url":null,"abstract":"The following article investigates the Metaverse and its potential to bolster digital accessibility for persons with disabilities. Through qualitative analysis, we examine responses from eleven experts in digital accessibility, Metaverse development, disability advocacy, and policy formulation. This exploration uncovers key insights into the Metaverse’s current state, its inherent principles, and the challenges and opportunities it presents in terms of accessibility. The findings reveal a mixed state of inclusivity within the Metaverse, highlighting significant advancements along with notable gaps, especially in integrating assistive technologies and ensuring interoperability across different virtual environments. This study emphasizes the Metaverse’s potential to revolutionize experiences for individuals with disabilities, provided that accessibility is embedded in its foundational design. Ethical and legal considerations, such as privacy, non-discrimination, and evolving legal frameworks, are identified as critical factors that shape an inclusive Metaverse. We propose a comprehensive framework that emphasizes technological adaptation and innovation, user-centric design, universal access, social and economic considerations, and global standards. This framework aims to guide future research and policy interventions to foster an inclusive digital environment in the Metaverse. This paper contributes to the emerging discourse on the Metaverse and digital accessibility, offering a nuanced understanding of its complexities and a roadmap for future exploration and development. This underscores the necessity of a multi-faceted approach that incorporates technological innovation, user-centered design, ethical considerations, legal compliance, and continuous research to create an inclusive and accessible Metaverse.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":" 1153","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140091713","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":"Contact Resistance Sensing for Touch and Squeeze Interactions","authors":"Nianmei Zhou, S. Devleminck, Luc Geurts","doi":"10.3390/mti8020014","DOIUrl":"https://doi.org/10.3390/mti8020014","url":null,"abstract":"This study investigates accessible and sensitive electrode solutions for detecting touches and squeezes on soft interfaces based on commercially available conductive polyurethane foam. Various electrode materials and configurations are explored, and for electrodes made of conductive threads, the static and dynamic electrical behaviors are studied in depth. In contrast to existing approaches that aim to minimize or stabilize contact resistance, we propose leveraging contact resistance to significantly enhance sensing sensitivity. Suggestions for future researchers and developers when building squeeze sensors based on this material are provided. Our findings offer insights for DIY enthusiasts and researchers, enabling them to develop sensitive soft interfaces for touch and squeeze interactions in an affordable and accessible manner and provide a completely soft user experience.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"48 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139960298","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":"HoberUI: An Exploration of Kinematic Structures as Interactive Input Devices","authors":"Gvidas Razevicius, Anne Roudaut, Abhijit Karnik","doi":"10.3390/mti8020013","DOIUrl":"https://doi.org/10.3390/mti8020013","url":null,"abstract":"Deployable kinematic structures can transform themselves from a small closed configuration to a large deployed one. These structures are widely used in many engineering fields including aerospace, architecture, robotics and to some extent within HCI. In this paper, we investigate the use of a symmetric spherical deployable structure and its application to interface control. We present HoberUI, a bimanual symmetric tangible interface with 7 degrees of freedom and explore its use for manipulating 3D environments. We base this on the toy version of the deployable structure called the Hoberman sphere, which consists of pantographic scissor mechanisms and is capable of homogeneous shrinkage and expansion. We first explore the space for designing and implementing interactions through such kinematic structures and apply this to 3D object manipulation. We then explore HoberUI’s usability through a user evaluation that shows the intuitiveness and potential of using instrumented kinematic structures as input devices for bespoke applications.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"47 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139840385","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":"HoberUI: An Exploration of Kinematic Structures as Interactive Input Devices","authors":"Gvidas Razevicius, Anne Roudaut, Abhijit Karnik","doi":"10.3390/mti8020013","DOIUrl":"https://doi.org/10.3390/mti8020013","url":null,"abstract":"Deployable kinematic structures can transform themselves from a small closed configuration to a large deployed one. These structures are widely used in many engineering fields including aerospace, architecture, robotics and to some extent within HCI. In this paper, we investigate the use of a symmetric spherical deployable structure and its application to interface control. We present HoberUI, a bimanual symmetric tangible interface with 7 degrees of freedom and explore its use for manipulating 3D environments. We base this on the toy version of the deployable structure called the Hoberman sphere, which consists of pantographic scissor mechanisms and is capable of homogeneous shrinkage and expansion. We first explore the space for designing and implementing interactions through such kinematic structures and apply this to 3D object manipulation. We then explore HoberUI’s usability through a user evaluation that shows the intuitiveness and potential of using instrumented kinematic structures as input devices for bespoke applications.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"54 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139780414","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}
Miah Dawes, Katherine Rackliffe, Amanda Lee Hughes, Derek L. Hansen
{"title":"Asymmetric VR Game Subgenres: Implications for Analysis and Design","authors":"Miah Dawes, Katherine Rackliffe, Amanda Lee Hughes, Derek L. Hansen","doi":"10.3390/mti8020012","DOIUrl":"https://doi.org/10.3390/mti8020012","url":null,"abstract":"This paper identifies subgenres of asymmetric virtual reality (AVR) games and proposes the AVR Game Genre (AVRGG) framework for developing AVR games. We examined 66 games “in the wild” to develop the AVRGG and used it to identify 5 subgenres of AVR games including David(s) vs. Goliath, Hide and Seek, Perspective Puzzle, Order Simulation, and Lifeline. We describe these genres, which account for nearly half of the 66 games reviewed, in terms of the AVRGG framework that highlights salient asymmetries in the mechanics, dynamics, and aesthetics categories. To evaluate the usefulness of the AVRGG framework, we conducted four workshops (two with the AVRGG framework and two without) with novice game designers who generated 16 original AVR game concepts. Comparisons between the workshop groups, observations of the design sessions, focus groups, and surveys showed the promise and limitations of the AVRGG framework as a design tool. We found that novice designers were able to understand and apply the AVRGG framework after only a brief introduction. The observations indicated two primary challenges that AVR designers face: balancing the game between VR and non-VR player(s) and generating original game concepts. The AVRGG framework helped overcome the balancing concerns due to its ability to inspire novice game designers with example subgenres and draw attention to the asymmetric mechanics and competitive/cooperative nature of games. While half of those who used the AVRGG framework to design with created games that fit directly into existing subgenres, the other half viewed the subgenres as “creative constraints” useful in jumpstarting novel game designs that combined, modified, or purposefully avoided existing subgenres. Additional benefits and limitations of the AVRGG framework are outlined in the paper.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"144 ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139845543","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}