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Multimodal Technol. Interact., Volume 9, Issue 8 (August 2025) – 9 articles

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19 pages, 712 KB  
Systematic Review
Systematic Review of Artificial Intelligence in Education: Trends, Benefits, and Challenges
by Juan Garzón, Eddy Patiño and Camilo Marulanda
Multimodal Technol. Interact. 2025, 9(8), 84; https://doi.org/10.3390/mti9080084 - 20 Aug 2025
Viewed by 4212
Abstract
Artificial intelligence (AI) is changing how we teach and learn, generating excitement and concern about its potential to transform education. To contribute to the debate, this systematic literature review examines current research trends (publication year, country of study, publication journal, education level, education [...] Read more.
Artificial intelligence (AI) is changing how we teach and learn, generating excitement and concern about its potential to transform education. To contribute to the debate, this systematic literature review examines current research trends (publication year, country of study, publication journal, education level, education field, and AI type), as well as the benefits and challenges of integrating AI into education. This review analyzed 155 peer-reviewed empirical studies published between 2015 and 2025. The review reveals a significant increase in research activity since 2022, reflecting the impact of generative AI tools, such as ChatGPT. Studies highlight a range of benefits, including enhanced learning outcomes, personalized instruction, and increased student motivation. However, there are challenges to overcome, such as students’ ethical use of AI, teachers’ resistance to using AI systems, and the digital dependency these systems can generate. These findings show AI’s potential to enhance education; however, its success depends on careful implementation and collaboration among educators, researchers, and policymakers to ensure meaningful and equitable outcomes. Full article
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22 pages, 438 KB  
Review
Homo smartphonus: Psychological Aspects of Smartphone Use—A Literature Review
by Piotr Sorokowski and Marta Sobczak
Multimodal Technol. Interact. 2025, 9(8), 83; https://doi.org/10.3390/mti9080083 - 19 Aug 2025
Viewed by 781
Abstract
The increasing prevalence of smartphone use has raised concerns about its impact on human psychological functioning. This literature review provides a comprehensive overview of the psychological dimensions influenced by smartphone use, spanning health psychology, individual differences, social psychology, and cognitive functioning. The review [...] Read more.
The increasing prevalence of smartphone use has raised concerns about its impact on human psychological functioning. This literature review provides a comprehensive overview of the psychological dimensions influenced by smartphone use, spanning health psychology, individual differences, social psychology, and cognitive functioning. The review draws on findings from numerous studies, primarily conducted in highly developed Western and Asian countries, where cultural factors may influence usage patterns and psychological outcomes. Key limitations in the current body of research include geographical biases and methodological challenges such as sample homogeneity and reliance on self-report measures. Evidence suggests that excessive smartphone use can lead to addiction and is associated with negative psychological and health consequences. The review also highlights how individual differences—such as personality traits, age, and gender—affect smartphone usage. Social implications, both positive (e.g., increased connectivity) and negative (e.g., interpersonal conflict), are explored in depth. Cognitive effects are considered, particularly in relation to attention and memory, where findings suggest potential impairments in sustained focus and information retention. While the literature often emphasizes risks, this review also points to the need for further exploration of the potential benefits of smartphone use. In summary, the review offers valuable insights into the complex psychological effects of smartphones and underscores the importance of future research to better understand their nuanced impact on well-being. Full article
25 pages, 1203 KB  
Review
Perception and Monitoring of Sign Language Acquisition for Avatar Technologies: A Rapid Focused Review (2020–2025)
by Khansa Chemnad and Achraf Othman
Multimodal Technol. Interact. 2025, 9(8), 82; https://doi.org/10.3390/mti9080082 - 14 Aug 2025
Viewed by 867
Abstract
Sign language avatar systems have emerged as a promising solution to bridge communication gaps where human sign language interpreters are unavailable. However, the design of these avatars often fails to account for the diversity in how users acquire and perceive sign language. This [...] Read more.
Sign language avatar systems have emerged as a promising solution to bridge communication gaps where human sign language interpreters are unavailable. However, the design of these avatars often fails to account for the diversity in how users acquire and perceive sign language. This study presents a rapid review of 17 empirical studies (2020–2025) to synthesize how linguistic and cognitive variability affects sign language perception and how these findings can guide avatar development. We extracted and synthesized key constructs, participant profiles, and capture techniques relevant to avatar fidelity. This review finds that delayed exposure to sign language is consistently linked to persistent challenges in syntactic processing, classifier use, and avatar comprehension. In contrast, early-exposed signers demonstrate more robust parsing and greater tolerance of perceptual irregularities. Key perceptual features, such as smooth transitions between signs, expressive facial cues for grammatical clarity, and consistent spatial placement of referents, emerge as critical for intelligibility, particularly for late learners. These findings highlight the importance of participatory design and user-centered validation in advancing accessible, culturally responsive human–computer interaction through next-generation avatar systems. Full article
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18 pages, 3018 KB  
Article
Organizing Relational Complexity—Design of Interactive Complex Systems
by Linus de Petris and Siamak Khatibi
Multimodal Technol. Interact. 2025, 9(8), 81; https://doi.org/10.3390/mti9080081 - 12 Aug 2025
Viewed by 367
Abstract
With the advent of AI- and robot-systems, the current Human–Computer Interaction (HCI) paradigm, which treats interaction as a transactional exchange, is increasingly insufficient for complex socio-technical systems. This paper argues for a shift toward an agential realist perspective, which understands interaction not as [...] Read more.
With the advent of AI- and robot-systems, the current Human–Computer Interaction (HCI) paradigm, which treats interaction as a transactional exchange, is increasingly insufficient for complex socio-technical systems. This paper argues for a shift toward an agential realist perspective, which understands interaction not as an exchange between separate entities, but as a phenomenon continuously enacted through dynamic, material-discursive practices known as ‘intra-actions’. Through a diffractive reading of agential realism, HCI, complex systems theory, and an empirical case study of a touring exhibition on skateboarding culture, this paper explores an alternative approach. A key finding emerged from a sound-recording workshop when a participant described the recordings not as “how it sounds,” but as “how it feels” to skate. The finding reveals the limits of traditional HCI and it illustrates how interacting parts are co-constituted through the intra-actions of entangled agencies. An argument is made that design for interactive complex systems should change from focusing on causal transactional interaction towards organizing relational complexity, which is staging the conditions for a rich scope of emergent encounters to unfold. The paper concludes by suggesting further research into non-causal explanation and computation. Full article
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17 pages, 3578 KB  
Article
Space Medicine Meets Serious Games: Boosting Engagement with the Medimon Creature Collector
by Martin Hundrup, Jessi Holte, Ciara Bordeaux, Emma Ferguson, Joscelyn Coad, Terence Soule and Tyler Bland
Multimodal Technol. Interact. 2025, 9(8), 80; https://doi.org/10.3390/mti9080080 - 7 Aug 2025
Viewed by 652
Abstract
Serious games that integrate educational content with engaging gameplay mechanics hold promise for reducing cognitive load and increasing student motivation in STEM and health science education. This preliminary study presents the development and evaluation of the Medimon NASA Demo, a game-based learning prototype [...] Read more.
Serious games that integrate educational content with engaging gameplay mechanics hold promise for reducing cognitive load and increasing student motivation in STEM and health science education. This preliminary study presents the development and evaluation of the Medimon NASA Demo, a game-based learning prototype designed to teach undergraduate students about the musculoskeletal and visual systems—two critical domains in space medicine. Participants (n = 23) engaged with the game over a two-week self-regulated learning period. The game employed mnemonic-based characters, visual storytelling, and turn-based battle mechanics to reinforce medical concepts. Quantitative results demonstrated significant learning gains, with posttest scores increasing by an average of 23% and a normalized change of c = 0.4. Engagement levels were high across multiple dimensions of situational interest, and 74% of participants preferred the game over traditional formats. Qualitative analysis of open-ended responses revealed themes related to intrinsic appeal, perceived learning efficacy, interaction design, and cognitive resource management. While the game had minimal impact on short-term STEM career interest, its educational potential was clearly supported. These findings suggest that mnemonic-driven serious games like Medimon can effectively enhance engagement and learning in health science education, especially when aligned with real-world contexts such as space medicine. Full article
(This article belongs to the Special Issue Video Games: Learning, Emotions, and Motivation)
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34 pages, 41467 KB  
Article
Evaluating Spatial Decision-Making and Player Experience in a Remote Multiplayer Augmented Reality Hide-and-Seek Game
by Yasas Sri Wickramasinghe, Heide Karen Lukosch, James Everett and Stephan Lukosch
Multimodal Technol. Interact. 2025, 9(8), 79; https://doi.org/10.3390/mti9080079 - 31 Jul 2025
Viewed by 774
Abstract
This study investigates how remote multiplayer gameplay, enabled through Augmented Reality (AR), transforms spatial decision-making and enhances player experience in a location-based augmented reality game (LBARG). A remote multiplayer handheld-based AR game was designed and evaluated on how it influences players’ spatial decision-making [...] Read more.
This study investigates how remote multiplayer gameplay, enabled through Augmented Reality (AR), transforms spatial decision-making and enhances player experience in a location-based augmented reality game (LBARG). A remote multiplayer handheld-based AR game was designed and evaluated on how it influences players’ spatial decision-making strategies, engagement, and gameplay experience. In a user study involving 60 participants, we compared remote gameplay in our AR game with traditional hide-and-seek. We found that AR significantly transforms traditional gameplay by introducing different spatial interactions, which enhanced spatial decision-making and collaboration. Our results also highlight the potential of AR to increase player engagement and social interaction, despite the challenges posed by the added navigation complexities. These findings contribute to the engaging design of future AR games and beyond. Full article
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18 pages, 8744 KB  
Article
A User-Centered Teleoperation GUI for Automated Vehicles: Identifying and Evaluating Information Requirements for Remote Driving and Assistance
by Maria-Magdalena Wolf, Henrik Schmidt, Michael Christl, Jana Fank and Frank Diermeyer
Multimodal Technol. Interact. 2025, 9(8), 78; https://doi.org/10.3390/mti9080078 - 31 Jul 2025
Cited by 2 | Viewed by 835
Abstract
Teleoperation emerged as a promising fallback for situations beyond the capabilities of automated vehicles. Nevertheless, teleoperation still faces challenges, such as reduced situational awareness. Since situational awareness is primarily built through the remote operator’s visual perception, the graphical user interface (GUI) design is [...] Read more.
Teleoperation emerged as a promising fallback for situations beyond the capabilities of automated vehicles. Nevertheless, teleoperation still faces challenges, such as reduced situational awareness. Since situational awareness is primarily built through the remote operator’s visual perception, the graphical user interface (GUI) design is critical. In addition to video feed, supplemental informational elements are crucial—not only for the predominantly studied remote driving, but also for emerging desk-based remote assistance concepts. This work develops a GUI for different teleoperation concepts by identifying key informational elements during the teleoperation process through expert interviews (N = 9). Following this, a static and dynamic GUI prototype was developed and evaluated in a click dummy study (N = 36). Thereby, the dynamic GUI adapts the number of displayed elements according to the teleoperation phase. Results show that both GUIs achieve good system usability scale (SUS) ratings, with the dynamic GUI significantly outperforming the static version in both usability and task completion time. However, the results might be attributable to a learning effect due to the lack of randomization. The user experience questionnaire (UEQ) score shows potential for improvement. To enhance the user experience, the GUI should be evaluated in a follow-up study that includes interaction with a real vehicle. Full article
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27 pages, 4327 KB  
Article
The Art Nouveau Path: Promoting Sustainability Competences Through a Mobile Augmented Reality Game
by João Ferreira-Santos and Lúcia Pombo
Multimodal Technol. Interact. 2025, 9(8), 77; https://doi.org/10.3390/mti9080077 - 29 Jul 2025
Viewed by 749
Abstract
This paper presents a qualitative case study on the design, implementation, and validation of the Art Nouveau Path, a mobile augmented reality game developed to foster sustainability competences through engagement with Aveiro’s Art Nouveau built heritage. Grounded in the GreenComp framework and [...] Read more.
This paper presents a qualitative case study on the design, implementation, and validation of the Art Nouveau Path, a mobile augmented reality game developed to foster sustainability competences through engagement with Aveiro’s Art Nouveau built heritage. Grounded in the GreenComp framework and developed through a Design-Based Research approach, the game integrates location-based interaction, narrative storytelling, and multimodal augmented reality and multimedia content to activate key competences such as systems thinking, futures literacy, and sustainability-oriented action. The game was validated with 33 in-service schoolteachers, both through a simulation-based training workshop and a curricular review of the game. A mixed-methods strategy was used, combining structured questionnaires, open-ended reflections, and curricular review. The findings revealed strong emotional and motivational engagement, interdisciplinary relevance, and alignment with formal education goals. Teachers emphasized the game’s capacity to connect local identity with global sustainability challenges through immersive and reflective experiences. Limitations pointed to the need for enhanced pedagogical scaffolding, clearer integration into STEAM subjects, and broader accessibility across technological contexts. This study demonstrates that these games, when grounded in competence-based frameworks and inclusive design, can meaningfully support multimodal, situated learning for sustainability and offer valuable contributions to pedagogical innovation in Education for Sustainable Development. Full article
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28 pages, 3228 KB  
Article
Examination of Eye-Tracking, Head-Gaze, and Controller-Based Ray-Casting in TMT-VR: Performance and Usability Across Adulthood
by Panagiotis Kourtesis, Evgenia Giatzoglou, Panagiotis Vorias, Katerina Alkisti Gounari, Eleni Orfanidou and Chrysanthi Nega
Multimodal Technol. Interact. 2025, 9(8), 76; https://doi.org/10.3390/mti9080076 - 25 Jul 2025
Viewed by 892
Abstract
Virtual reality (VR) can enrich neuropsychological testing, yet the ergonomic trade-offs of its input modes remain under-examined. Seventy-seven healthy volunteers—young (19–29 y) and middle-aged (35–56 y)—completed a VR Trail Making Test with three pointing methods: eye-tracking, head-gaze, and a six-degree-of-freedom hand controller. Completion [...] Read more.
Virtual reality (VR) can enrich neuropsychological testing, yet the ergonomic trade-offs of its input modes remain under-examined. Seventy-seven healthy volunteers—young (19–29 y) and middle-aged (35–56 y)—completed a VR Trail Making Test with three pointing methods: eye-tracking, head-gaze, and a six-degree-of-freedom hand controller. Completion time, spatial accuracy, and error counts for the simple (Trail A) and alternating (Trail B) sequences were analysed in 3 × 2 × 2 mixed-model ANOVAs; post-trial scales captured usability (SUS), user experience (UEQ-S), and acceptability. Age dominated behaviour: younger adults were reliably faster, more precise, and less error-prone. Against this backdrop, input modality mattered. Eye-tracking yielded the best spatial accuracy and shortened Trail A time relative to manual control; head-gaze matched eye-tracking on Trail A speed and became the quickest, least error-prone option on Trail B. Controllers lagged on every metric. Subjective ratings were high across the board, with only a small usability dip in middle-aged low-gamers. Overall, gaze-based ray-casting clearly outperformed manual pointing, but optimal choice depended on task demands: eye-tracking maximised spatial precision, whereas head-gaze offered calibration-free enhanced speed and error-avoidance under heavier cognitive load. TMT-VR appears to be accurate, engaging, and ergonomically adaptable assessment, yet it requires age-specific–stratified norms. Full article
(This article belongs to the Special Issue 3D User Interfaces and Virtual Reality—2nd Edition)
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