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Multimodal Technologies and Interaction, Volume 4, Issue 3

2020 September - 34 articles

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Articles (34)

  • Article
  • Open Access
4,295 Views
19 Pages

Enabling the effective representation of an object’s position and depth in augmented reality (AR) is crucial not just for realism, but also to enable augmented reality’s wider utilization in real world applications. Domains such as archit...

  • Article
  • Open Access
7 Citations
7,319 Views
28 Pages

User Experience (UX) is characterized by its temporal dimension, dynamic nature, and variability. Although descriptive models about the temporal dimension and related aspects exist, an understanding of the design possibilities and a design approach t...

  • Article
  • Open Access
26 Citations
6,524 Views
11 Pages

Exploring the Effect of Training in Visual Block Programming for Preservice Teachers

  • José Manuel Sáez-López,
  • Javier del Olmo-Muñoz,
  • José Antonio González-Calero and
  • Ramón Cózar-Gutiérrez

This study evaluates the effectiveness of visual block programming-based instruction and its possibilities in the training of future teachers. In particular, the application Scratch, a visual programming environment, was employed to introduce pre-ser...

  • Article
  • Open Access
11 Citations
7,413 Views
23 Pages

Social media platforms are widely used nowadays by various businesses to promote their products and services through multimedia content. Instagram is one of those platforms, which is used not only by companies to promote their products but also by lo...

  • Article
  • Open Access
1 Citations
5,120 Views
10 Pages

Rhythmic synchrony among different individuals has often been observed in various religious rituals and it has been known to bring various psychological effects in human minds. This study investigated the effects of induced rhythmic synchrony with ar...

  • Review
  • Open Access
49 Citations
11,407 Views
29 Pages

Measuring Trust with Psychophysiological Signals: A Systematic Mapping Study of Approaches Used

  • Ighoyota Ben. Ajenaghughrure,
  • Sonia Da Costa Sousa and
  • David Lamas

Trust plays an essential role in all human relationships. However, measuring trust remains a challenge for researchers exploring psychophysiological signals. Therefore, this article aims to systematically map the approaches used in studies assessing...

  • Article
  • Open Access
22 Citations
7,806 Views
22 Pages

Touchless, mid-air gesture-based interactions with remote devices have been investigated as alternative or complementary to interactions based on remote controls and smartphones. Related studies focus on user elicitation of a gesture vocabulary for o...

  • Article
  • Open Access
13 Citations
6,768 Views
13 Pages

Herein, we introduce SONIS, a wearable system to support gait rehabilitation training after a lower extremity trauma, which combines a sensing sock with a smartphone application. SONIS provides interactive, corrective, real-time feedback combining vi...

  • Article
  • Open Access
4 Citations
10,242 Views
12 Pages

Pre-Clinical Proof-of-Concept Study of a Bladder Irrigation Feedback System for Gross Haematuria in a Lab Setup

  • Yun Hol Chan,
  • Kelven Weijing Chen,
  • Qinghui Wu,
  • Edmund Chiong and
  • Hongliang Ren

Conventional continuous bladder irrigation (CBI) systems used in Urology have been labor-intensive and challenging for healthcare workers to manage consistently due to inter-observer variability in interpreting the blood concentration in the drainage...

  • Article
  • Open Access
2 Citations
5,753 Views
21 Pages

Current studies of complex problem-solving do not commonly evaluate the regulatory role of such personality-based variables as tolerance for uncertainty, risk-readiness, and patterns for coping with decisional conflict. This research aims to establis...

  • Article
  • Open Access
13 Citations
8,436 Views
20 Pages

UUX Evaluation of a Digitally Advanced Human–Machine Interface for Excavators

  • Sebastian Lorenz,
  • Jens R. Helmert,
  • Ruben Anders,
  • Christian Wölfel and
  • Jens Krzywinski

With the evaluation of a next-generation human–machine interface (HMI) concept for excavators, this study aims to discuss the HMI quality measurement based on usability and user experience (UUX) metrics. Regarding the digital transformation of...

  • Article
  • Open Access
2 Citations
5,149 Views
14 Pages

Exercise can help to improve health, strengthen vitality and prevent brain disease, especially for the elderly. Exercise games, or exergames, which combine both exercise and video gaming, train people in a fun and competitive manner to lead a healthy...

  • Article
  • Open Access
13 Citations
5,811 Views
19 Pages

Game-Like 3D Visualisation of Air Quality Data

  • Bruno Teles,
  • Pedro Mariano and
  • Pedro Santana

The data produced by sensor networks for urban air quality monitoring is becoming a valuable asset for informed health-aware human activity planning. However, in order to properly explore and exploit these data, citizens need intuitive and effective...

  • Article
  • Open Access
11 Citations
5,260 Views
24 Pages

Virtual agents that improve the lives of humans need to be more than user-aware and adaptive to the user’s current state and behavior. Additionally, they need to apply expertise gained from experience that drives their adaptive behavior based o...

  • Article
  • Open Access
4 Citations
6,356 Views
22 Pages

A large part of everyday communication is mediated by technology, with a constantly growing number of choices. Accordingly, how people choose between different communication media is a long-standing research question. However, while prominent media t...

  • Article
  • Open Access
4 Citations
6,282 Views
30 Pages

This paper presents an approach for the recognition of multi-domain hand-drawn diagrams, which exploits Sketch Grammars (SkGs) to model the symbols’ shape and the abstract syntax of diagrammatic notations. The recognition systems automatically...

  • Article
  • Open Access
18 Citations
10,167 Views
15 Pages

V Live is a live-streaming service made by South Korean IT company in August 2015. The service provides diverse video contents specific to entertainment content. Most of V Live users are K-pop fans, and they actively express emotions on V Live conten...

  • Article
  • Open Access
6 Citations
6,922 Views
19 Pages

A loyalty program is an important link between consumers and merchants in daily consumption. While new technologies (e.g. gamification, social networks, augmented reality, and so on) make it possible to strengthen this bond, their potential has not y...

  • Article
  • Open Access
4 Citations
5,766 Views
18 Pages

Interacting with technology can evoke various positive and negative reactions in users. An outstandingly positive user experience enabled by interactive technology is often referred to as a “wow experience” in design practice and research...

  • Brief Report
  • Open Access
35 Citations
11,501 Views
11 Pages

Individuals with autism and other developmental disabilities struggle to acquire and appropriately use social skills to improve the quality of their lives. These critical skills can be difficult to teach because they are context dependent and many st...

  • Article
  • Open Access
4 Citations
5,006 Views
10 Pages

Wearable devices are gaining recognition for their use as a biosensor platform. Electrical impedance tomography (EIT) is one of the sensing techniques that utilizes wearable sensors as its primary data acquisition system. It measures the impedance or...

  • Article
  • Open Access
53 Citations
12,919 Views
21 Pages

The exigency of emotion recognition is pushing the envelope for meticulous strategies of discerning actual emotions through the use of superior multimodal techniques. This work presents a multimodal automatic emotion recognition (AER) framework capab...

  • Article
  • Open Access
5 Citations
5,156 Views
10 Pages

Motion capture and the measurement of physical activity are common practices in the fields of physical therapy, sports medicine, biomechanics, and kinesiology. The data collected by these systems can be very important to understand how someone is rec...

  • Article
  • Open Access
6 Citations
5,764 Views
22 Pages

A Framework on Division of Work Tasks between Humans and Robots in the Home

  • Diana Saplacan,
  • Jo Herstad,
  • Jim Tørresen and
  • Zada Pajalic

This paper analyzes work activity in the home, e.g., cleaning, performed by two actors, a human and a robot. Nowadays, there are attempts to automate this activity through the use of robots. However, the activity of cleaning, in and of itself, is not...

  • Article
  • Open Access
16 Citations
10,749 Views
19 Pages

Guided User Research Methods for Experience Design—A New Approach to Focus Groups and Cultural Probes

  • Anne Elisabeth Krueger,
  • Kathrin Pollmann,
  • Nora Fronemann and
  • Beatrice Foucault

Many companies are facing the task for radical innovations—totally new concepts and ideas for products and services, which are successful at the market. One major factor for success is a positive user experience. Thus, design teams need, and ar...

  • Article
  • Open Access
7 Citations
6,061 Views
15 Pages

Spot-Presentation of Stereophonic Earcons to Assist Navigation for the Visually Impaired

  • Yuichi Mashiba,
  • Ryunosuke Iwaoka,
  • Hisham E. Bilal Salih,
  • Masayuki Kawamoto,
  • Naoto Wakatsuki,
  • Koichi Mizutani and
  • Keiichi Zempo

This study seeks to demonstrate that a navigation system using stereophonic sound technology is effective in supporting visually impaired people in public spaces. In the proposed method, stereophonic sound is produced by a pair of parametric speakers...

  • Article
  • Open Access
15 Citations
7,109 Views
12 Pages

The purpose of video game tutorials is to help players easily understand new game mechanics and thereby facilitate chances of early engagement with the main contents of one’s game. The mobile game market (i.e., phones and tablets) faces importa...

  • Article
  • Open Access
34 Citations
10,963 Views
18 Pages

While research on wellbeing within Human-Computer Interaction (HCI) is an active space, a gap between research and practice persists. To tackle this, we sought to identify the practical needs of designers in taking wellbeing research into practice. W...

  • Article
  • Open Access
25 Citations
14,142 Views
22 Pages

Social loafing, the act of withholding effort in teams, has been identified as an important problem in virtual teams. A lack of social control and the inability to observe or trust that others are fulfilling their commitments are often cited as major...

  • Article
  • Open Access
129 Citations
135,460 Views
22 Pages

This paper introduces a design-focused typology of psychological human needs that includes 13 fundamental needs and 52 sub-needs (four for each fundamental need). The typology was developed to provide a practical understanding of psychological needs...

  • Article
  • Open Access
6 Citations
4,211 Views
16 Pages

Examining Computer–Supported 3D Event Recreation for Enhancing Cognitive Load, Memorability, and Engagement

  • Ruochen Cao,
  • James Walsh,
  • Andrew Cunningham,
  • Mark Kohler,
  • Ross T. Smith and
  • Bruce H. Thomas

Three-dimensional rendering technologies have long been utilized for explanatory purposes in scientific visualization and related areas. Their applications to wider fields, however, have often been limited. In this paper, we explore the use of 3D mod...

  • Article
  • Open Access
7 Citations
4,466 Views
12 Pages

Current research in human factors and automated driving is increasingly focusing on predictable transitions instead of urgent and critical take-overs. Predictive human–machine interface (HMI) elements displaying the remaining time until the nex...

  • Article
  • Open Access
20 Citations
6,133 Views
16 Pages

Japanese Young Women Did not Discriminate between Robots and Humans as Listeners for Their Self-Disclosure -Pilot Study-

  • Takahisa Uchida,
  • Hideyuki Takahashi,
  • Midori Ban,
  • Jiro Shimaya,
  • Takashi Minato,
  • Kohei Ogawa,
  • Yuichiro Yoshikawa and
  • Hiroshi Ishiguro

Disclosing personal matters to other individuals often contributes to the maintenance of our mental health and social bonding. However, in face-to-face situations, it can be difficult to prompt others to self-disclose because people often feel embarr...

  • Correction
  • Open Access
2 Citations
3,343 Views
2 Pages

Unfortunately, some errors and imprecise descriptions were made in the final proofreading phase, and the author, therefore, wishes to make the following corrections to this paper [...]

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Multimodal Technol. Interact. - ISSN 2414-4088