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The Use of Immersive Technologies in Karate Training: A Scoping Review
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A Comparison of Parenting Strategies in a Digital Environment: A Systematic Literature Review
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How to Design Human-Vehicle Cooperation for Automated Driving: A Review of Use Cases, Concepts, and Interfaces
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The FlexiBoard: Tangible and Tactile Graphics for People with Vision Impairments
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Do Not Freak Me Out! The Impact of Lip Movement and Appearance on Knowledge Gain and Confidence
Journal Description
Multimodal Technologies and Interaction
Multimodal Technologies and Interaction
is an international, peer-reviewed, open access journal on multimodal technologies and interaction published monthly online by MDPI.
- Open Access— free for readers, with article processing charges (APC) paid by authors or their institutions.
- High Visibility: indexed within Scopus, ESCI (Web of Science), Inspec, dblp Computer Science Bibliography, and other databases.
- Journal Rank: JCR - Q2 (Computer Science, Cybernetics) / CiteScore - Q2 (Neuroscience (miscellaneous))
- Rapid Publication: manuscripts are peer-reviewed and a first decision is provided to authors approximately 14.5 days after submission; acceptance to publication is undertaken in 4.9 days (median values for papers published in this journal in the first half of 2024).
- Recognition of Reviewers: reviewers who provide timely, thorough peer-review reports receive vouchers entitling them to a discount on the APC of their next publication in any MDPI journal, in appreciation of the work done.
Impact Factor:
2.4 (2023)
Latest Articles
Micro-Credentialing and Digital Badges in Developing RPAS Knowledge, Skills, and Other Attributes
Multimodal Technol. Interact. 2024, 8(8), 73; https://doi.org/10.3390/mti8080073 - 15 Aug 2024
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This study explores the potential of micro-credentialing and digital badges in developing and validating the knowledge, skills, and other attributes (KSaOs) required for diverse Remotely Piloted Aircraft Systems (RPAS) operations. The rapid proliferation of drone usage has outpaced the development of necessary KSaOs
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This study explores the potential of micro-credentialing and digital badges in developing and validating the knowledge, skills, and other attributes (KSaOs) required for diverse Remotely Piloted Aircraft Systems (RPAS) operations. The rapid proliferation of drone usage has outpaced the development of necessary KSaOs for safe and efficient drone operations. This research aims to bridge this gap by identifying the unique and specific KSaOs required for different types of drone operations and examining how micro-credentialing and digital badges can provide tangible evidence of these KSaOs. The study also investigates the potential benefits and challenges of implementing digital badges in the RPAS sector and how these challenges can be addressed. Furthermore, it explores how digital badges can contribute to the standardization and recognition of RPAS competencies across different national regulatory bodies. The methodology involves observational studies of publicly available videos of drone operations, with a focus on agriculture spraying operations. The findings highlight the importance of both generic and specific KSaOs in RPAS operations and suggest that digital badges may provide an effective means of evidencing mastery of these competencies. This research contributes to the ongoing discourse on drone regulation and competency development, offering practical insights for regulators, training providers, and drone operators.
Full article
Open AccessArticle
Evaluating Virtual Reality in Education: An Analysis of VR through the Instructors’ Lens
by
Vaishnavi Rangarajan, Arash Shahbaz Badr and Raffaele De Amicis
Multimodal Technol. Interact. 2024, 8(8), 72; https://doi.org/10.3390/mti8080072 - 12 Aug 2024
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The rapid development of virtual reality (VR) technology has triggered a significant expansion of VR applications in educational settings. This study seeks to understand the extent to which these applications meet the expectations and pedagogical needs of university instructors. We conducted semi-structured interviews
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The rapid development of virtual reality (VR) technology has triggered a significant expansion of VR applications in educational settings. This study seeks to understand the extent to which these applications meet the expectations and pedagogical needs of university instructors. We conducted semi-structured interviews and observations with 16 university-level instructors from Oregon State University to gather insights into their experiences and perspectives regarding the use of VR in educational contexts. Our qualitative analysis reveals detailed trends in instructors’ requirements, their satisfaction and dissatisfaction with current VR tools, and the perceived barriers to broader adoption. The study also explores instructors’ expectations and preferences for designing and implementing VR-driven courses, alongside an evaluation of the usability of selected VR applications. By elucidating the challenges and opportunities associated with VR in education, this study aims to guide the development of more effective VR educational tools and inform future curriculum design, contributing to the enhancement of digital learning environments.
Full article
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Open AccessArticle
Enhancing Reflective and Conversational User Engagement in Argumentative Dialogues with Virtual Agents
by
Annalena Aicher, Yuki Matsuda, Keichii Yasumoto, Wolfgang Minker, Elisabeth André and Stefan Ultes
Multimodal Technol. Interact. 2024, 8(8), 71; https://doi.org/10.3390/mti8080071 - 6 Aug 2024
Abstract
In their process of information seeking, human users tend to selectively ignore information that contradicts their pre-existing beliefs or opinions. These so-called “self-imposed filter bubbles” (SFBs) pose a significant challenge for argumentative conversational agents aiming to facilitate critical, unbiased opinion formation on controversial
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In their process of information seeking, human users tend to selectively ignore information that contradicts their pre-existing beliefs or opinions. These so-called “self-imposed filter bubbles” (SFBs) pose a significant challenge for argumentative conversational agents aiming to facilitate critical, unbiased opinion formation on controversial topics. With the ultimate goal of developing a system that helps users break their self-imposed filter bubbles (SFBs), this paper aims to investigate the role of co-speech gestures, specifically examining how these gestures significantly contribute to achieving this objective. This paper extends current research by examining methods to engage users in cooperative discussions with a virtual human-like agent, encouraging a deep reflection on arguments to disrupt SFBs. Specifically, we investigate the agent’s non-verbal behavior in the form of co-speech gestures. We analyze whether co-speech gestures, depending on the conveyed information, enhance motivation, and thus conversational user engagement, thereby encouraging users to consider information that could potentially disrupt their SFBs. The findings of a laboratory study with 56 participants highlight the importance of non-verbal agent behaviors, such as co-speech gestures, in improving users’ perceptions of the interaction and the conveyed content. This effect is particularly notable when the content aims to challenge the user’s SFB. Therefore, this research offers valuable insights into enhancing user engagement in the design of multimodal interactions with future cooperative argumentative virtual agents.
Full article
(This article belongs to the Special Issue Multimodal Interaction with Virtual Agents and Communication Robots)
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Graphical abstract
Open AccessCommunication
Multimodal Drumming Education Tool in Mixed Reality
by
James Pinkl, Julián Villegas and Michael Cohen
Multimodal Technol. Interact. 2024, 8(8), 70; https://doi.org/10.3390/mti8080070 - 5 Aug 2024
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First-person VR- and MR-based Action Observation research has thus far yielded both positive and negative findings in studies observing such tools’ potential to teach motor skills. Teaching drumming, particularly polyrhythms, is a challenging motor skill to learn and has remained largely unexplored in
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First-person VR- and MR-based Action Observation research has thus far yielded both positive and negative findings in studies observing such tools’ potential to teach motor skills. Teaching drumming, particularly polyrhythms, is a challenging motor skill to learn and has remained largely unexplored in the field of Action Observation. In this contribution, a multimodal tool designed to teach rudimental and polyrhythmic drumming was developed and tested in a 20-subject study. The tool presented subjects with a first-person MR perspective via a head-mounted display to provide users with visual exposure to both virtual content and their physical surroundings simultaneously. When compared against a control group practicing via video demonstrations, results showed increased rhythmic accuracy across four exercises. Specifically, a difference of 239 ms (z-ratio = 3.520, p < 0.001) was found between the timing errors of subjects who practiced with our multimodal mixed reality development compared to subjects who practiced with video, demonstrating the potential of such affordances. This research contributes to ongoing work in the fields of Action Observation and Mixed Reality, providing evidence that Action Observation techniques can be an effective practice method for drumming.
Full article
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Open AccessArticle
The Role of Audio Feedback and Gamification Elements for Remote Boom Operation
by
Alissa Burova, John Mäkelä, Tuuli Keskinen, Pekka Kallioniemi, Kimmo Ronkainen and Markku Turunen
Multimodal Technol. Interact. 2024, 8(8), 69; https://doi.org/10.3390/mti8080069 - 1 Aug 2024
Abstract
Remote operations have been greatly enhanced by advancements in technology, enabling remote control of machinery in hazardous environments. However, it is still a challenge to design remote control interfaces and provide feedback in a way that would enhance situational awareness without negatively affecting
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Remote operations have been greatly enhanced by advancements in technology, enabling remote control of machinery in hazardous environments. However, it is still a challenge to design remote control interfaces and provide feedback in a way that would enhance situational awareness without negatively affecting cognitive load. This study investigates how different audio feedback designs can support remote boom operation and, additionally, explores the potential impact of gamification elements on operator performance and motivation. Due to COVID-19 restrictions, this study was conducted remotely with 16 participants using a simulated environment featuring a virtual excavator. Participants performed digging tasks using two audio feedback designs: frequency-modulated beeping and realistic spatialized steam sounds. The findings indicate that both audio designs are beneficial for remote boom operations: the beeping sound was perceived as more comfortable and efficient in determining the proximity of a hidden object and helped in avoiding collisions, whereas spatial sounds enhanced the sense of presence. Therefore, we suggest combining both audio designs for optimal performance and emphasize the importance of customizable feedback in remote operations. This study also revealed that gamification elements could both positively and negatively affect performance and motivation, highlighting the need for careful design tailored to specific task requirements.
Full article
(This article belongs to the Special Issue Multimodal User Interfaces and Experiences: Challenges, Applications, and Perspectives)
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Open AccessReview
Lessons Learned from Implementing Light Field Camera Animation: Implications, Limitations, Potentials, and Future Research Efforts
by
Mary Guindy and Peter A. Kara
Multimodal Technol. Interact. 2024, 8(8), 68; https://doi.org/10.3390/mti8080068 - 1 Aug 2024
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Among the novel 3D visualization technologies of our era, light field displays provide the complete 3D visual experience without the need for any personal viewing device. Due to the lack of such constraint, these displays may be viewed by any number of observers
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Among the novel 3D visualization technologies of our era, light field displays provide the complete 3D visual experience without the need for any personal viewing device. Due to the lack of such constraint, these displays may be viewed by any number of observers simultaneously, and the corresponding use case contexts may also involve a virtually unlimited numbers of users; any number that the valid viewing area of the display may accommodate. While many instances of the utilization of this technology operate with static contents, camera animation may also be relevant. While the topic of light field camera animation has already been addressed on an initial level, there are still numerous research efforts to be carried out. In this paper, we elaborate on the lessons learned from implementing light field camera animation. The paper discusses the associated implications, limitations, potentials, and future research efforts. Each of these areas are approached from the perspectives of use cases, visual content, and quality assessment, as well as capture and display hardware. Our work highlights the existing research gaps in the investigated topic, the severe issues related to visualization sharpness, and the lack of appropriate datasets, as well as the constraints due to which novel contents may be captured by virtual cameras instead of real capture systems.
Full article
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Open AccessArticle
Effects of a 12-Week Semi-Immersion Virtual Reality-Based Multicomponent Intervention on the Functional Capacity of Older Adults in Different Age Groups: A Randomized Control Trial
by
Li-Ting Wang, Yung Liao, Shao-Hsi Chang and Jong-Hwan Park
Multimodal Technol. Interact. 2024, 8(8), 67; https://doi.org/10.3390/mti8080067 - 1 Aug 2024
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Virtual reality (VR) exercise has been used as a strategy to promote physical health in older adults. Studies have revealed that the effects of exercise interventions vary across age groups. This study aimed to investigate the effects of a 12-week semi-immersion VR-based multicomponent
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Virtual reality (VR) exercise has been used as a strategy to promote physical health in older adults. Studies have revealed that the effects of exercise interventions vary across age groups. This study aimed to investigate the effects of a 12-week semi-immersion VR-based multicomponent exercise program on the functional fitness of young-old (65–73 years) and middle-old (74–85 years) adults. This study recruited two age groups (young-old adults, n = 49; middle-old adults, n = 37) and randomly assigned them to the experimental (EG) and control (CG) groups. EG participants performed a 75–90-min semi-immersion VR exercise routine twice weekly for 12 weeks, whereas CG participants maintained their original lifestyles without any alterations. The Senior Fitness Test was used to measure functional fitness by assessing upper- and lower-limb flexibility and muscle strength, cardiorespiratory fitness, and balance. EG participants exhibited greater improvements than their CG counterparts in certain functional fitness tests, specifically the Back Scratch, Arm Curl, 2-Minute Step, and 8-Foot Up-and-Go Tests. On comparing the age groups, a difference was exclusively noted in the effects of the Chair Sit-and-Reach Test. In the EG, the intervention significantly improved lower-body flexibility in young-old adults but elicited no such improvement in middle-old adults. Semi-immersion VR exercise improved the functional fitness of young-old and middle-old adults in the EG, with superior results in the former. Elucidating the impact of age-specific exercise interventions on functional capacity will help practitioners design age-specific exercise training content that enhances functional fitness in older adults of different ages.
Full article
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Open AccessReview
User Experience in Immersive Virtual Reality-Induced Hypoalgesia in Adults and Children Suffering from Pain Conditions
by
Javier Guerra-Armas, Mar Flores-Cortes, Guillermo Ceniza-Bordallo and Marta Matamala-Gomez
Multimodal Technol. Interact. 2024, 8(8), 66; https://doi.org/10.3390/mti8080066 - 1 Aug 2024
Abstract
Pain is the most common reason for medical consultation and use of health care resources. The high socio-economic burden of pain justifies seeking an appropriate therapeutic strategy. Immersive virtual reality (VR) has emerged as a first-line non-pharmacological option for pain management. However, the
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Pain is the most common reason for medical consultation and use of health care resources. The high socio-economic burden of pain justifies seeking an appropriate therapeutic strategy. Immersive virtual reality (VR) has emerged as a first-line non-pharmacological option for pain management. However, the growing literature has not been accompanied by substantial progress in understanding how VR could reduce the pain experience, with some user experience factors being associated with the hypoalgesic effects of immersive VR. The aim of this review is (i) to summarize the state of the art on the effects of VR on adults and children suffering from pain conditions; (ii) to identify and summarize how mechanisms across immersive VR user experience influence hypoalgesic effects in patients with acute and chronic pain among adults and children. A critical narrative review based on PICOT criteria (P = Patient or Population and Problem; I = Intervention or Indicator; C = O = Outcome; T = Type) was conducted that includes experimental studies or systematic reviews involving studies in experimentally induced pain, acute pain, or chronic pain in adults and children. The results suggest an association between immersive VR-induced hypoalgesia and user experience such as distraction, presence, interactivity, gamification, and virtual embodiment. These findings suggest that hierarchical relationships might exist between user experience-related factors and greater hypoalgesic effects following an immersive VR intervention. This relationship needs to be considered in the design and development of VR-based strategies for pain management.
Full article
(This article belongs to the Special Issue 3D User Interfaces and Virtual Reality—2nd Edition)
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Open AccessArticle
Mindful Waters: An Interactive Digital Aquarium for People with Dementia
by
Maarten Hundscheid, Linghan Zhang, Ans Tummers-Heemels and Wijnand IJsselsteijn
Multimodal Technol. Interact. 2024, 8(8), 65; https://doi.org/10.3390/mti8080065 - 26 Jul 2024
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Dementia can be associated with social withdrawal, mood changes, and decreased interaction. Animal-assisted therapies and robotic companions have shown potential in enhancing well-being but come with limitations like high maintenance costs and complexity. This research presents an interactive digital aquarium called Mindful Waters,
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Dementia can be associated with social withdrawal, mood changes, and decreased interaction. Animal-assisted therapies and robotic companions have shown potential in enhancing well-being but come with limitations like high maintenance costs and complexity. This research presents an interactive digital aquarium called Mindful Waters, which was developed to promote social interaction and engagement among People with Dementia. The pilot study involved interactive sessions at a community center and a care facility, with situated observations, video and audio recordings, and interviews to assess user engagement motivation, behavior, and user experience with Mindful Waters. The study revealed that Mindful Waters functioned well with People with Dementia and stimulated conversational topics about aquariums through engagement. User feedback was generally positive, with participants appreciating the visual appeal and simplicity. However, some participants with advanced dementia found it challenging to interact due to their mobility limitations, cognitive impairments, and the limited duration of interaction sessions. The overall results suggest that Mindful Waters can benefit dementia care; further research is needed to optimize its design and functionality for long-term placement in care facilities.
Full article
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Open AccessHypothesis
Serious Games for Cognitive Rehabilitation in Older Adults: A Conceptual Framework
by
Diego E. Guzmán, Carlos F. Rengifo and Cecilia E. García-Cena
Multimodal Technol. Interact. 2024, 8(8), 64; https://doi.org/10.3390/mti8080064 - 23 Jul 2024
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This paper presents a conceptual framework for the development of serious games aimed at cognitive rehabilitation in older adults. Following Jabareen’s methodology, a literature review was conducted to identify concepts and theories that are relevant in this field. The resulting framework comprises the
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This paper presents a conceptual framework for the development of serious games aimed at cognitive rehabilitation in older adults. Following Jabareen’s methodology, a literature review was conducted to identify concepts and theories that are relevant in this field. The resulting framework comprises the use of virtual reality, integration of physical activity, incorporation of social interaction features, adaptability of difficulty levels, and customization of game content. The interconnections between these concepts and underlying cognitive theories, such as the cognitive reserve hypothesis and the scaffolding theory of aging and cognition, are highlighted. As we are in the early stages of our research, our goal is to introduce and test novel interpretations of current knowledge within this conceptual framework. Additionally, the practical implications of the conceptual framework are discussed, including its strengths and limitations, as well as its relevance for future research and clinical practice in the field of cognitive rehabilitation. It is hoped that this framework will provide a guide for the design and implementation of effective interventions to improve cognitive health and well-being in the older adult population.
Full article
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Open AccessArticle
Multimodal Dictionaries for Traditional Craft Education
by
Xenophon Zabulis, Nikolaos Partarakis, Valentina Bartalesi, Nicolo Pratelli, Carlo Meghini, Arnaud Dubois, Ines Moreno and Sotiris Manitsaris
Multimodal Technol. Interact. 2024, 8(7), 63; https://doi.org/10.3390/mti8070063 - 18 Jul 2024
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We address the problem of systematizing the authoring of digital dictionaries for craft education from ethnographic studies and recordings. First, we present guidelines for the collection of ethnographic data using digital audio and video and identify terms that are central in the description
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We address the problem of systematizing the authoring of digital dictionaries for craft education from ethnographic studies and recordings. First, we present guidelines for the collection of ethnographic data using digital audio and video and identify terms that are central in the description of crafting actions, products, tools, and materials. Second, we present a classification scheme for craft terms and a way to semantically annotate them, using a multilingual and hierarchical thesaurus, which provides term definitions and a semantic hierarchy of these terms. Third, we link ethnographic resources and open-access data to the identified terms using an online platform for the representation of traditional crafts, associating their definition with illustrations, examples of use, and 3D models. We validate the efficacy of the approach by creating multimedia vocabularies for an online eLearning platform for introductory courses to nine traditional crafts.
Full article
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Open AccessArticle
3D Hand Motion Generation for VR Interactions Using a Haptic Data Glove
by
Sang-Woo Seo, Woo-Sug Jung and Yejin Kim
Multimodal Technol. Interact. 2024, 8(7), 62; https://doi.org/10.3390/mti8070062 - 15 Jul 2024
Abstract
Recently, VR-based training applications have become popular and promising, as they can simulate real-world situations in a safe, repeatable, and cost-effective way. For immersive simulations, various input devices have been designed and proposed to increase the effectiveness of training. In this study, we
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Recently, VR-based training applications have become popular and promising, as they can simulate real-world situations in a safe, repeatable, and cost-effective way. For immersive simulations, various input devices have been designed and proposed to increase the effectiveness of training. In this study, we developed a novel device that generates 3D hand motion data and provides haptic force feedback for VR interactions. The proposed device can track 3D hand positions using a combination of the global position estimation of ultrasonic sensors and the hand pose estimation of inertial sensors in real time. For haptic feedback, shape–memory alloy (SMA) actuators were designed to provide kinesthetic forces and an efficient power control without an overheat problem. Our device improves upon the shortcomings of existing commercial devices in tracking and haptic capabilities such that it can track global 3D positions and estimate hand poses in a VR space without using an external suit or tracker. For better flexibility in handling and feeling physical objects compared to exoskeleton-based devices, we introduced an SMA-based actuator to control haptic forces. Overall, our device was designed and implemented as a lighter and less bulky glove which provides comparable accuracy and performance in generating 3D hand motion data for a VR training application (i.e., the use of a fire extinguisher), as demonstrated in the experimental results.
Full article
(This article belongs to the Special Issue 3D User Interfaces and Virtual Reality)
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Open AccessArticle
The Optimization of Numerical Algorithm Parameters with a Genetic Algorithm to Animate Letters of the Sign Alphabet
by
Sergio Hernandez-Mendez, Carlos Hernández-Mejía, Delia Torres-Muñoz and Carolina Maldonado-Mendez
Multimodal Technol. Interact. 2024, 8(7), 61; https://doi.org/10.3390/mti8070061 - 10 Jul 2024
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At present, the development of animation-based works for human–computer interaction applications has increased. To generate animations, actions are pre-recorded and animation flows are configured. In this research, from two images of letters of the sign language alphabet, intermediate frames were generated using a
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At present, the development of animation-based works for human–computer interaction applications has increased. To generate animations, actions are pre-recorded and animation flows are configured. In this research, from two images of letters of the sign language alphabet, intermediate frames were generated using a numerical traced algorithm based on homotopy. The parameters of a homotopy curve were optimized with a genetic algorithm to generate intermediate frames. In the experiments performed, sequences where a person executes pairs of letters in sign language were recorded and animations of the same pairs of letters were generated with the proposed method. Subsequently, the similarity of the real sequences to the animations was measured using Dynamic Time Wrapping. The results obtained show that the images obtained are consistent with their execution by a person. Animation files between sign pairs were created from sign images, with each file weighing an average of 18.3 KB. By having sequences between pairs of letters it is possible to animate words and sentences. The animations generated by this homotopy-based animation method optimized with a genetic algorithm can be used in various deaf interaction applications to provide assistance. From several pairs of letters a file base was generated using the animations between pairs of letters; with these files you can create animations of words and sentences.
Full article
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Open AccessArticle
A Virtual Reality Direct-Manipulation Tool for Posing and Animation of Digital Human Bodies: An Evaluation of Creativity Support
by
Youssef Benbelkheir, Alvaro Lerga and Oscar Ardaiz
Multimodal Technol. Interact. 2024, 8(7), 60; https://doi.org/10.3390/mti8070060 - 10 Jul 2024
Abstract
Creating body poses and animations is a critical task for digital content creators, movement artists, and sports professionals. Traditional desktop-based tools for generating 3D poses and animations often lack intuitiveness and are challenging to master. Virtual reality (VR) offers a solution through more
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Creating body poses and animations is a critical task for digital content creators, movement artists, and sports professionals. Traditional desktop-based tools for generating 3D poses and animations often lack intuitiveness and are challenging to master. Virtual reality (VR) offers a solution through more intuitive direct-manipulation capabilities. We designed and implemented a VR tool that enables direct manipulation of virtual body parts with inverse kinematics. This tool allows users to pose and animate virtual bodies with one- or two-handed manipulations, while also moving, including bending, jumping, or walking. Our user study demonstrated that participants could produce creative poses and animations using this tool, which we evaluated for creativity support across six factors. Additionally, we discuss further opportunities to enhance creativity support.
Full article
(This article belongs to the Special Issue 3D User Interfaces and Virtual Reality—2nd Edition)
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Open AccessArticle
Mapping or no Mapping: The Influence of Controller Interaction Design in an Immersive Virtual Reality Tutorial in Two Different Age Groups
by
Andreas Urech, Pascal Valentin Meier, Stephan Gut, Pascal Duchene and Oliver Christ
Multimodal Technol. Interact. 2024, 8(7), 59; https://doi.org/10.3390/mti8070059 - 9 Jul 2024
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Navigation and interaction in the virtual world will occur via controllers. Previous literature suggests that not all buttons on these controllers are suitable for all functions and that unclear or uncomfortable operations can lead to frustration. This study aimed to determine if an
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Navigation and interaction in the virtual world will occur via controllers. Previous literature suggests that not all buttons on these controllers are suitable for all functions and that unclear or uncomfortable operations can lead to frustration. This study aimed to determine if an operation with freely selectable buttons differs from one with mapped buttons, in which human-factor differences can be identified, and if there are differences between primary and advanced training. A field experiment with professionals employed by Swiss Federal Railways and apprentices and future apprentices (N = 60) was conducted in a VR tutorial that was previously developed using design cues from existing literature. Controller operation was varied in the groups. The results show significant differences and interaction effects, which indicate that a different operation is more appropriate for apprentices than for professionals in further education.
Full article
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Open AccessSystematic Review
Cultural Heritage as a Didactic Resource through Extended Reality: A Systematic Review of the Literature
by
Andrea Dordio, Eva Lancho, María José Merchán and Pilar Merchán
Multimodal Technol. Interact. 2024, 8(7), 58; https://doi.org/10.3390/mti8070058 - 5 Jul 2024
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Extended reality, which encompasses virtual, augmented, and mixed reality, emerges as an important didactic resource, offering great potential to bring heritage closer to the educational environment. Heritage education is a challenge for today’s society, contributing to cultural and social development. Therefore, the aim
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Extended reality, which encompasses virtual, augmented, and mixed reality, emerges as an important didactic resource, offering great potential to bring heritage closer to the educational environment. Heritage education is a challenge for today’s society, contributing to cultural and social development. Therefore, the aim of this systematic review is to analyze documents related to heritage in education through extended reality. The search was conducted using Scopus and Web of Sciences databases, allowing for an international search. We excluded any document that was not a scientific article published in a journal. A total of 52 documents were analyzed, all of which were open-access articles. Preliminary results indicate that virtual reality and augmented reality are utilized in education to work with architectural, historical, archaeological, and musical heritage. Extended reality has been applied in all the stages of the education system, and in formal and non-formal settings, thereby demonstrating its versatility. These experiences increase motivation and academic performance in comparison to less innovative methodologies, which is in line with other studies on this topic. In conclusion, extended reality has the potential to make a significant impact on education, particularly when combined with heritage. The creation of multidisciplinary groups will enhance research in the near future.
Full article
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Open AccessArticle
How Blind Individuals Recall Mathematical Expressions in Auditory, Tactile, and Auditory–Tactile Modalities
by
Paraskevi Riga and Georgios Kouroupetroglou
Multimodal Technol. Interact. 2024, 8(7), 57; https://doi.org/10.3390/mti8070057 - 2 Jul 2024
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In contrast to sighted students who acquire mathematical expressions (MEs) from their visual sources, blind students must keep MEs in their memory using the Tactile or Auditory Modality. In this work, we rigorously investigate the ability to temporarily retain MEs by blind individuals
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In contrast to sighted students who acquire mathematical expressions (MEs) from their visual sources, blind students must keep MEs in their memory using the Tactile or Auditory Modality. In this work, we rigorously investigate the ability to temporarily retain MEs by blind individuals when they use different input modalities: Auditory, Tactile, and Auditory–Tactile. In the experiments with 16 blind participants, we meticulously measured the users’ capacity for memory retention utilizing ME recall. Based on a robust methodology, our results indicate that the distribution of the recall errors regarding their types (Deletions, Substitutions, Insertions) and math element categories (Structural, Numerical, Identifiers, Operators) are the same across the tested modalities. Deletions are the favored recall error, while operator elements are the hardest to forget. Our findings show a threshold to the cognitive overload of the short-term memory in terms of type and number of elements in an ME, where the recall rapidly decreases. The increase in the number of errors is affected by the increase in complexity; however, it is significantly higher in the Auditory modality than in the other two. Therefore, segmenting a math expression into smaller parts will benefit the ability of the blind reader to retain it in memory while studying.
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Open AccessReview
Harnessing AI and NLP Tools for Innovating Brand Name Generation and Evaluation: A Comprehensive Review
by
Marco Lemos, Pedro J. S. Cardoso and João M. F. Rodrigues
Multimodal Technol. Interact. 2024, 8(7), 56; https://doi.org/10.3390/mti8070056 - 1 Jul 2024
Abstract
The traditional approach of single-word brand names faces constraints due to trademarks, prompting a shift towards fusing two or more words to craft unique and memorable brands, exemplified by brands such as SalesForce© or SnapChat©. Furthermore, brands such as Kodak
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The traditional approach of single-word brand names faces constraints due to trademarks, prompting a shift towards fusing two or more words to craft unique and memorable brands, exemplified by brands such as SalesForce© or SnapChat©. Furthermore, brands such as Kodak©, Xerox©, Google©, Häagen-Dazs©, and Twitter© have become everyday names although they are not real words, underscoring the importance of brandability in the naming process. However, manual evaluation of the vast number of possible combinations poses challenges. Artificial intelligence (AI), particularly natural language processing (NLP), is emerging as a promising solution to address this complexity. Existing online brand name generators often lack the sophistication to comprehensively analyze meaning, sentiment, and semantics, creating an opportunity for AI-driven models to fill this void. In this context, the present document reviews AI, NLP, and text-to-speech tools that might be useful in innovating the brand name generation and evaluation process. A systematic search on Google Scholar, IEEE Xplore, and ScienceDirect was conducted to identify works that could assist in generating and evaluating brand names. This review explores techniques and datasets used to train AI models as well as strategies for leveraging objective data to validate the brandability of generated names. Emotional and semantic aspects of brand names, which are often overlooked in traditional approaches, are discussed as well. A list with more than 75 pivotal datasets is presented. As a result, this review provides an understanding of the potential applications of AI, NLP, and affective computing in brand name generation and evaluation, offering valuable insights for entrepreneurs and researchers alike.
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Open AccessReview
Data Governance in Multimodal Behavioral Research
by
Zhehan Jiang, Zhengzhou Zhu and Shucheng Pan
Multimodal Technol. Interact. 2024, 8(7), 55; https://doi.org/10.3390/mti8070055 - 25 Jun 2024
Abstract
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In the digital era, multimodal behavioral research has emerged as a pivotal discipline, integrating diverse data sources to comprehensively understand human behavior. This paper defines and distinguishes data governance from mere data management within this context, highlighting its centrality in assuring data quality,
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In the digital era, multimodal behavioral research has emerged as a pivotal discipline, integrating diverse data sources to comprehensively understand human behavior. This paper defines and distinguishes data governance from mere data management within this context, highlighting its centrality in assuring data quality, ethical handling, and participant protection. Through a meticulous review of the literature and empirical experience, we identify key implementation strategies and elucidate the benefits and risks of data governance frameworks in multimodal research. A demonstrative case study illustrates the practical applications and challenges, revealing enhanced data reliability and research integrity as tangible outcomes. Our findings underscore the critical need for robust data governance, pointing to future advancements in the field, including the development of adaptive governance frameworks, innovative big data analytics solutions, and user-friendly tools. These enhancements are poised to amplify the utility of multimodal data, propelling behavioral science forward.
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Open AccessArticle
Emotion-Aware In-Car Feedback: A Comparative Study
by
Kevin Fred Mwaita, Rahul Bhaumik, Aftab Ahmed, Adwait Sharma, Antonella De Angeli and Michael Haller
Multimodal Technol. Interact. 2024, 8(7), 54; https://doi.org/10.3390/mti8070054 - 25 Jun 2024
Abstract
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We investigate personalised feedback mechanisms to help drivers regulate their emotions, aiming to improve road safety. We systematically evaluate driver-preferred feedback modalities and their impact on emotional states. Using unobtrusive vision-based emotion detection and self-labeling, we captured the emotional states and feedback preferences
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We investigate personalised feedback mechanisms to help drivers regulate their emotions, aiming to improve road safety. We systematically evaluate driver-preferred feedback modalities and their impact on emotional states. Using unobtrusive vision-based emotion detection and self-labeling, we captured the emotional states and feedback preferences of 21 participants in a simulated driving environment. Results show that in-car feedback systems effectively influence drivers’ emotional states, with participants reporting positive experiences and varying preferences based on their emotions. We also developed a machine learning classification system using facial marker data to demonstrate the feasibility of our approach for classifying emotional states. Our contributions include design guidelines for tailored feedback systems, a systematic analysis of user reactions across three feedback channels with variations, an emotion classification system, and a dataset with labeled face landmark annotations for future research.
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