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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 726
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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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 789
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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16 pages, 2003 KB  
Article
Feasibility of an App-Assisted and Home-Based Video Version of the Timed Up and Go Test for Patients with Parkinson Disease: vTUG
by Marcus Grobe-Einsler, Anna Gerdes, Tim Feige, Vivian Maas, Clare Matthews, Alejandro Mendoza García, Laia Comas Fages, Elin Haf Davies, Thomas Klockgether and Björn H. Falkenburger
J. Clin. Med. 2025, 14(11), 3769; https://doi.org/10.3390/jcm14113769 - 28 May 2025
Viewed by 603
Abstract
Background: Parkinson Disease (PD) is a progressive neurodegenerative disorder. Current therapeutic trials investigate treatments that can potentially modify the disease course. Testing their efficiency requires outcome assessments that are relevant to patients’ daily lives, which include gait and balance. Home-based examinations may [...] Read more.
Background: Parkinson Disease (PD) is a progressive neurodegenerative disorder. Current therapeutic trials investigate treatments that can potentially modify the disease course. Testing their efficiency requires outcome assessments that are relevant to patients’ daily lives, which include gait and balance. Home-based examinations may enhance patient compliance and, in addition, produce more reliable results by assessing patients more regularly in their familiar surroundings. Objective: The objective of this pilot study was to assess the feasibility of a home-based outcome assessment designed to video record the Timed up and Go (vTUG) test via a study-specific smartphone app for patients with PD. Methods: 28 patients were recruited and asked to perform at home each week a set of three consecutive vTUG tests, over a period of 12 weeks using an app. The videos were subjected to a manual review to ascertain the durations of the individual vTUG phases, as well as to identify any errors or deviations in the setup that might have influenced the result. To evaluate the usability and user-friendliness of the vTUG and app, the System Usability Scale (SUS) and User Experience Questionnaire (UEQ) were administered to patients at the study end. Results: 19 patients completed the 12-week study, 17 of which recorded 10 videos or more. A total of 706 vTUGs with complete timings were recorded. Random Forest Regression yielded “time to walk up” as the most important segment of the vTUG for predicting the total time. Variance of vTUG total time was significantly higher between weeks than it was between the three consecutive vTUGs at one time point [F(254,23) = 6.50, p < 0.001]. The correlation between vTUG total time and UPDRS III total score was weak (r = 0.24). The correlation between vTUG and a derived gait subscore (UPDRS III items 9–13) was moderate (r = 0.59). A linear mixed-effects model revealed a significant effect of patient-reported motion status on vTUG total time. Including additional variables such as UPDRS III gait subscore, footwear and chairs used further improved the model fit. Conclusions: Assessment of gait and balance by home-based vTUG is feasible. Factors influencing the read-out were identified and could be better controlled for future use and longitudinal trials. Full article
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11 pages, 1808 KB  
Article
The Use of Mixed Reality in Training Trainers—A Single-Centre Study
by Prabhjot Singh Malhotra, Swati Jain, Silvia Stefanova Karcheva and Adel Helmy
Appl. Sci. 2025, 15(5), 2403; https://doi.org/10.3390/app15052403 - 24 Feb 2025
Viewed by 894
Abstract
There has been an exponential increase in the utility of mixed-reality (MR) software as a tool for medical education and training due to its immersive and interactive capabilities. Whilst it has been progressively used in surgical training or in simulation training, there is [...] Read more.
There has been an exponential increase in the utility of mixed-reality (MR) software as a tool for medical education and training due to its immersive and interactive capabilities. Whilst it has been progressively used in surgical training or in simulation training, there is a significant lack of using it to train the “trainers”. In this single-centre prospective study, MR technology was used to deliver a dedicated 2-h tutorial in surgical training to two cohorts of postgraduate students attending a course on clinical research and education. The Microsoft HoloLens 2 was used to run mixed-reality software capable of rendering CT scan images of a normal brain, an MRI of a large meningioma, an abdominal–pelvic CT scan, and a 3D-printed cranioplasty scan. The participants were then asked to complete a post-usage questionnaire in an anonymous manner. Fourteen participants attended the teaching session and completed the post-usage questionnaire. Scores obtained on the User Experience Questionnaire (UEQ) revealed that MR technology is rated “Excellent” on quality aspects for Attractiveness, Stimulation and Novelty. This prospective study provides insight into incorporating MR in training the trainers, allowing them to be equipped with the technology to imparting education to the next generation across various disciplines. Full article
(This article belongs to the Special Issue Recent Advances and Application of Virtual Reality)
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18 pages, 4133 KB  
Article
An Investigation of Hand Gestures for Controlling Video Games in a Rehabilitation Exergame System
by Radhiatul Husna, Komang Candra Brata, Irin Tri Anggraini, Nobuo Funabiki, Alfiandi Aulia Rahmadani and Chih-Peng Fan
Computers 2025, 14(1), 25; https://doi.org/10.3390/computers14010025 - 15 Jan 2025
Cited by 1 | Viewed by 2042
Abstract
Musculoskeletal disorders (MSDs) can significantly impact individuals’ quality of life (QoL), often requiring effective rehabilitation strategies to promote recovery. However, traditional rehabilitation methods can be expensive and may lack engagement, leading to poor adherence to therapy exercise routines. An exergame system can [...] Read more.
Musculoskeletal disorders (MSDs) can significantly impact individuals’ quality of life (QoL), often requiring effective rehabilitation strategies to promote recovery. However, traditional rehabilitation methods can be expensive and may lack engagement, leading to poor adherence to therapy exercise routines. An exergame system can be a solution to this problem. In this paper, we investigate appropriate hand gestures for controlling video games in a rehabilitation exergame system. The Mediapipe Python library is adopted for the real-time recognition of gestures. We choose 10 easy gestures among 32 possible simple gestures. Then, we specify and compare the best and the second-best groups used to control the game. Comprehensive experiments are conducted with 16 students at Andalas University, Indonesia, to find appropriate gestures and evaluate user experiences of the system using the System Usability Scale (SUS) and User Experience Questionnaire (UEQ). The results show that the hand gestures in the best group are more accessible than in the second-best group. The results suggest appropriate hand gestures for game controls and confirm the proposal’s validity. In future work, we plan to enhance the exergame system by integrating a diverse set of video games, while expanding its application to a broader and more diverse sample. We will also study other practical applications of the hand gesture control function. Full article
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36 pages, 4105 KB  
Article
Patients’ UX Impact on Medication Adherence in Czech Pilot Study for Chronically Ill
by Ondrej Gergely, Romana Mazalová, Michal Štýbnar, Antonín Hlavinka, Nicola Goodfellow, Michael Scott, Glenda Fleming, Leona Jochmannová and Ladislav Stanke
Behav. Sci. 2024, 14(6), 489; https://doi.org/10.3390/bs14060489 - 9 Jun 2024
Viewed by 2848
Abstract
This article presents a comprehensive and multistage approach to the development of the user experience (UX) for an mHealth application targeting older adult patients with chronic diseases, specifically chronic heart failure and chronic obstructive pulmonary disease. The study adopts a mixed methods approach, [...] Read more.
This article presents a comprehensive and multistage approach to the development of the user experience (UX) for an mHealth application targeting older adult patients with chronic diseases, specifically chronic heart failure and chronic obstructive pulmonary disease. The study adopts a mixed methods approach, incorporating both quantitative and qualitative components. The underlying hypothesis posits that baseline medicine adherence knowledge (measured by the MARS questionnaire), beliefs about medicines (measured by the BMQ questionnaire), and level of user experience (measured by the SUS and UEQ questionnaires) act as predictors of adherence change after a period of usage of the mHealth application. However, contrary to our expectations, the results did not demonstrate the anticipated relationship between the variables examined. Nevertheless, the qualitative component of the research revealed that patients, in general, expressed satisfaction with the application. It is important to note that the pilot testing phase revealed a notable prevalence of technical issues, which may have influenced participants’ perception of the overall UX. These findings contribute to the understanding of UX development in the context of mHealth applications for older adults with chronic diseases and emphasise the importance of addressing technical challenges to enhance user satisfaction and engagement. Full article
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26 pages, 6427 KB  
Article
Development and Usability Evaluation of VulcanH, a CMMS Prototype for Preventive and Predictive Maintenance of Mobile Mining Equipment
by Simon Robatto Simard, Michel Gamache and Philippe Doyon-Poulin
Mining 2024, 4(2), 326-351; https://doi.org/10.3390/mining4020019 - 9 May 2024
Cited by 2 | Viewed by 2281
Abstract
This paper details the design, development, and evaluation of VulcanH, a computerized maintenance management system (CMMS) specialized in preventive maintenance (PM) and predictive maintenance (PdM) management for underground mobile mining equipment. Further, it aims to expand knowledge on trust in automation (TiA) for [...] Read more.
This paper details the design, development, and evaluation of VulcanH, a computerized maintenance management system (CMMS) specialized in preventive maintenance (PM) and predictive maintenance (PdM) management for underground mobile mining equipment. Further, it aims to expand knowledge on trust in automation (TiA) for PdM as well as contribute to the literature on explainability requirements of a PdM-capable artificial intelligence (AI). This study adopted an empirical approach through the execution of user tests with nine maintenance experts from five East-Canadian mines and implemented the User Experience Questionnaire Plus (UEQ+) and the Reliance Intentions Scale (RIS) to evaluate usability and TiA, respectively. It was found that the usability and efficiency of VulcanH were satisfactory for expert users and encouraged the gradual transition from PM to PdM practices. Quantitative and qualitative results documented participants’ willingness to rely on PdM predictions as long as suitable explanations are provided. Graphical explanations covering the full spectrum of the derived data were preferred. Due to the prototypical nature of VulcanH, certain relevant aspects of maintenance planning were not considered. Researchers are encouraged to include these notions in the evaluation of future CMMS proposals. This paper suggests a harmonious integration of both preventive and predictive maintenance practices in the mining industry. It may also guide future research in PdM to select an analytical algorithm capable of supplying adequate and causal justifications for informed decision making. This study fulfills an identified need to adopt a user-centered approach in the development of CMMSs in the mining industry. Hence, both researchers and industry stakeholders may benefit from the findings. Full article
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15 pages, 2067 KB  
Article
Evaluating the Impact of XR on User Experience in the Tomato Industrial Museum “D. Nomikos”
by Stella Sylaiou, Panagiotis Dafiotis, Christos Fidas, Elia Vlachou and Vani Nomikou
Heritage 2024, 7(3), 1754-1768; https://doi.org/10.3390/heritage7030082 - 20 Mar 2024
Cited by 8 | Viewed by 3344
Abstract
This study presents the background and the evaluation of integrating eXtended Reality (XR) in the permanent exhibition at the Tomato Industrial Museum “D. Nomikos”. This paper firstly provides the context of this study by outlining the methodological, technological, and museological approaches undertaken to [...] Read more.
This study presents the background and the evaluation of integrating eXtended Reality (XR) in the permanent exhibition at the Tomato Industrial Museum “D. Nomikos”. This paper firstly provides the context of this study by outlining the methodological, technological, and museological approaches undertaken to integrate XR in a quest to enhance visitors’ meaningful engagement with the industrial heritage-related exhibition. Storytelling and narration are key elements of the museum’s museological design through audio tours and interactive AR-based visualization n of the machinery’s role and function. This paper presents and discusses the design of the evaluation methodology employed in the context of pertinent methods and approaches used in related research. This study investigates the effectiveness of XR for audience engagement and the added value that such technologies offer to the user experience as well as possible improvements. The main method adopted for gathering quantitative data is the User Experience Questionnaire (UEQ), and for qualitative data, through semi-structured interviews. Moreover, the findings are analyzed, interpreted, and discussed. Based on a case study, this paper offers a broader discussion of the challenges and prospects connected to the quest of employing emerging technologies and assessing their impact on visitors’ museum experience, reaching conclusions for future directions in the field. Full article
(This article belongs to the Special Issue Museums for Heritage Preservation and Communication—2nd Edition)
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26 pages, 13876 KB  
Article
Improving Usability in Mobile Apps for Residential Energy Management: A Hybrid Approach Using Fuzzy Logic
by Ivonne Nuñez, Elia Esther Cano, Edmanuel Cruz, Dimas Concepción, Nila Navarro and Carlos Rovetto
Appl. Sci. 2024, 14(5), 1751; https://doi.org/10.3390/app14051751 - 21 Feb 2024
Cited by 4 | Viewed by 2695
Abstract
This paper presents a study that evaluates the usability and user experience of a mobile application interface for residential energy management, adopting a hybrid approach that integrates quantitative and qualitative methods within a user-centered design framework. For the evaluation, metrics and tools such [...] Read more.
This paper presents a study that evaluates the usability and user experience of a mobile application interface for residential energy management, adopting a hybrid approach that integrates quantitative and qualitative methods within a user-centered design framework. For the evaluation, metrics and tools such as the User Experience Questionnaire Short (UEQ-S) and the System Usability Scale (SUS) were used, in addition to the implementation of a fuzzy logic model to interpret and contrast the data obtained through these metrics, allowing a more accurate assessment of usability and user experience, reflecting the variability and trends in the responses. Three aspects evaluated stand out: satisfaction with the interface, ease of use, and efficiency. These are fundamental to understanding how users perceive the system. The results indicate a high likelihood of user recommendation of the system and a high overall quality of user experience. This study significantly contributes to mobile application usability, especially in residential energy management, offering valuable insights for designing more intuitive and effective user interfaces on mobile devices. Full article
(This article belongs to the Special Issue Progress in Human Computer Interaction)
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19 pages, 4499 KB  
Article
Automated Classification of User Needs for Beginner User Experience Designers: A Kano Model and Text Analysis Approach Using Deep Learning
by Zhejun Zhang, Huiying Chen, Ruonan Huang, Lihong Zhu, Shengling Ma, Larry Leifer and Wei Liu
AI 2024, 5(1), 364-382; https://doi.org/10.3390/ai5010018 - 2 Feb 2024
Cited by 6 | Viewed by 4281
Abstract
This study introduces a novel tool for classifying user needs in user experience (UX) design, specifically tailored for beginners, with potential applications in education. The tool employs the Kano model, text analysis, and deep learning to classify user needs efficiently into four categories. [...] Read more.
This study introduces a novel tool for classifying user needs in user experience (UX) design, specifically tailored for beginners, with potential applications in education. The tool employs the Kano model, text analysis, and deep learning to classify user needs efficiently into four categories. The data for the study were collected through interviews and web crawling, yielding 19 user needs from Generation Z users (born between 1995 and 2009) of LEGO toys (Billund, Denmark). These needs were then categorized into must-be, one-dimensional, attractive, and indifferent needs through a Kano-based questionnaire survey. A dataset of over 3000 online comments was created through preprocessing and annotating, which was used to train and evaluate seven deep learning models. The most effective model, the Recurrent Convolutional Neural Network (RCNN), was employed to develop a graphical text classification tool that accurately outputs the corresponding category and probability of user input text according to the Kano model. A usability test compared the tool’s performance to the traditional affinity diagram method. The tool outperformed the affinity diagram method in six dimensions and outperformed three qualities of the User Experience Questionnaire (UEQ), indicating a superior UX. The tool also demonstrated a lower perceived workload, as measured using the NASA Task Load Index (NASA-TLX), and received a positive Net Promoter Score (NPS) of 23 from the participants. These findings underscore the potential of this tool as a valuable educational resource in UX design courses. It offers students a more efficient and engaging and less burdensome learning experience while seamlessly integrating artificial intelligence into UX design education. This study provides UX design beginners with a practical and intuitive tool, facilitating a deeper understanding of user needs and innovative design strategies. Full article
(This article belongs to the Topic Machine Learning in Internet of Things)
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15 pages, 851 KB  
Systematic Review
User Experience of Older People While Using Digital Health Technologies: A Systematic Review
by Eiko Takano, Hisataka Maruyama, Tetsuta Takahashi, Kouki Mori, Kota Nishiyori, Yoshifumi Morita, Toshio Fukuda, Izumi Kondo and Yutaka Ishibashi
Appl. Sci. 2023, 13(23), 12815; https://doi.org/10.3390/app132312815 - 29 Nov 2023
Cited by 11 | Viewed by 6489
Abstract
Digital technologies ranging from biosensors to virtual reality have revolutionized the healthcare landscape by offering innovations that hold great promise in addressing the challenges posed by rapidly aging populations. To optimize healthcare experiences for older people, it is crucial to understand their user [...] Read more.
Digital technologies ranging from biosensors to virtual reality have revolutionized the healthcare landscape by offering innovations that hold great promise in addressing the challenges posed by rapidly aging populations. To optimize healthcare experiences for older people, it is crucial to understand their user experience (UX) with digital health technologies. This systematic review, covering articles published from 2013 to 2023, aimed to explore frequently used questionnaires for assessing digital healthcare UX among older people. The inclusion criteria were original studies assessing UX in digital health for individuals aged ≥65 years. Of 184 articles identified, 17 were selected after rigorous screening. The questionnaires used included the System Usability Scale (SUS), the User Experience Questionnaire (UEQ), and the Post-Study System Usability Questionnaire. Customized questionnaires based on models such as the Technology Acceptance Model and the Almere model were developed in some studies. Owing to its simplicity and effectiveness in assessing digital health UX among older people, the SUS emerged as the go-to tool (52.9%). Combining the SUS with the UEQ provided comprehensive insights into UX. Specialized questionnaires were also used, but further research is needed to validate and adapt these tools for diverse cultural contexts and evolving technologies. Full article
(This article belongs to the Section Robotics and Automation)
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24 pages, 14483 KB  
Article
A Scenario-Based Spatial Multi-Criteria Decision-Making System for Urban Environment Quality Assessment: Case Study of Tehran
by Bahare Moradi, Rojin Akbari, Seyedeh Reyhaneh Taghavi, Farnaz Fardad, Abdulsalam Esmailzadeh, Mohammad Zia Ahmadi, Sina Attarroshan, Fatemeh Nickravesh, Jamal Jokar Arsanjani, Mehdi Amirkhani and Igor Martek
Land 2023, 12(9), 1659; https://doi.org/10.3390/land12091659 - 24 Aug 2023
Cited by 8 | Viewed by 3816
Abstract
Spatial evaluation of urban environment quality (UEQ) is a key prerequisite in urban planning and development. The main goal of this study is to present a scenario-based spatial multi-criteria decision-making system for evaluating UEQ. Therefore, stakeholder involvement was conducted and eight environmental criteria [...] Read more.
Spatial evaluation of urban environment quality (UEQ) is a key prerequisite in urban planning and development. The main goal of this study is to present a scenario-based spatial multi-criteria decision-making system for evaluating UEQ. Therefore, stakeholder involvement was conducted and eight environmental criteria and six spatial-functional criteria were identified for five districts of Tehran. The weight of the effective criteria was calculated using the analytic hierarchy process (AHP) model. Then, the ordered weighted averaging (OWA) model was used to prepare UEQ maps in different scenarios, including very pessimistic, pessimistic, intermediate, optimistic, and very optimistic. Finally, the spatial distribution of the district population in different classes of UEQ was evaluated. Among the spatial-functional and environmental criteria, the sub-criteria of population density and air pollution, respectively, had the greatest impact on UEQ. In very pessimistic, intermediate, optimistic, and very optimistic scenarios, approximately 76.7, 51.8, 36.4, 23.7, and 9.8 km2 of the studied area had unsuitable UEQ conditions, respectively. In the very pessimistic scenario, about 37,000 and 1,500,000 people lived in areas with suitable and unsuitable UEQ conditions, respectively. In the very optimistic scenario, the population increased to over 917,000 in areas with suitable UEQ and decreased to 336,000 in those with unsuitable UEQ conditions in terms of both environmental and spatial-functional criteria. The research results showed that a high percentage of the population in the study area live under unsuitable UEQ conditions, which indicates the need for attention to improving the current UEQ conditions. The proposed approach is timely to gain a better understanding of the adverse impact of climate change on human well-being in marginal societies and how climate-resilient urban planning can play a significant role. Full article
(This article belongs to the Special Issue Climate Change Implications on Land Use/Cover)
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24 pages, 13031 KB  
Article
Development and Evaluation of a Mobile Application with Augmented Reality for Guiding Visitors on Hiking Trails
by Rute Silva, Rui Jesus and Pedro Jorge
Multimodal Technol. Interact. 2023, 7(6), 58; https://doi.org/10.3390/mti7060058 - 31 May 2023
Cited by 7 | Viewed by 4630
Abstract
Tourism on the island of Santa Maria, Azores, has been increasing due to its characteristics in terms of biodiversity and geodiversity. This island has several hiking trails; the available information can be consulted in pamphlets and physical placards, whose maintenance and updating is [...] Read more.
Tourism on the island of Santa Maria, Azores, has been increasing due to its characteristics in terms of biodiversity and geodiversity. This island has several hiking trails; the available information can be consulted in pamphlets and physical placards, whose maintenance and updating is difficult and expensive. Thus, the need to improve the visitors’ experience arises, in this case, by using the technological means currently available to everyone: a smartphone. This paper describes the development and evaluation of the user experience of a mobile application for guiding visitors on said hiking trails, as well as the design principles and main issues observed during this process. The application is based on an augmented reality interaction model providing visitors with an interactive and recreational experience through Augmented Reality in outdoor environments (without additional marks in the physical space and using georeferenced information), helping in navigation during the route and providing updated information with easy maintenance. For the design and evaluation of the application, two studies were carried out with users on-site (Santa Maria, Azores). The first had 77 participants, to analyze users and define the application’s characteristics, and the second had 10 participants to evaluate the user experience. The feedback from participants was obtained through questionnaires. In these questionnaires, an average SUS (System Usability Scale) score of 83 (excellent) and positive results in the UEQ (User Experience Questionnaire) were obtained. Full article
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12 pages, 2155 KB  
Article
Health Information Technology Usability Evaluation Scale (Health-ITUES) and User-Experience Questionnaire (UEQ) for 3D Intraoperative Cognitive Navigation (ICON3DTM) System for Urological Procedures
by Enrico Checcucci, Federico Piramide, Sabrina De Cillis, Gabriele Volpi, Alberto Piana, Paolo Verri, Andrea Bellin, Michele Di Dio, Cristian Fiori, Francesco Porpiglia, Daniele Amparore and Icon Study Group
Medicina 2023, 59(3), 624; https://doi.org/10.3390/medicina59030624 - 21 Mar 2023
Cited by 4 | Viewed by 3989
Abstract
Backgound and objectives: In recent years, the adoption of 3D models for surgical planning and intraoperative guidance has gained a wide diffusion. The aim of this study was to evaluate the surgeons’ perception and usability of ICON3DTM platform for robotic and laparoscopic [...] Read more.
Backgound and objectives: In recent years, the adoption of 3D models for surgical planning and intraoperative guidance has gained a wide diffusion. The aim of this study was to evaluate the surgeons’ perception and usability of ICON3DTM platform for robotic and laparoscopic urological surgical procedures. Materials and Methods: During the 10th edition of the Techno-Urology Meeting, surgeons and attendees had the opportunity to test the new ICON3DTM platform. The capability of the user to manipulate the model with hands/mouse, the software usability, the quality of the 3D model’s reproduction, and the quality of its use during the surgery were evaluated with the Health Information Technology Usability Evaluation Scale (Health-ITUES) and the User-Experience Questionnaire (UEQ). Results: Fifty-three participants responded to the questionnaires. Based on the answers to the Health-ITUES questionnaire, ICON3DTM resulted to have a positive additional value in presurgical/surgical planning with 43.4% and 39.6% of responders that rated 4 (agree) and 5 (strongly agree), respectively. Regarding the UEQ questionnaire, both mouse and infrared hand-tracking system resulted to be easy to use for 99% of the responders, while the software resulted to be easy to use for 93.4% of the responders. Conclusions: In conclusion, ICON3DTM has been widely appreciated by urologists thanks to its various applications, from preoperative planning to its support for intraoperative decision-making in both robot-assisted and laparoscopic settings. Full article
(This article belongs to the Special Issue Advances in Urologic Oncology Biology and Therapy)
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26 pages, 7099 KB  
Article
A Training Smartphone Application for the Simulation of Outdoor Blind Pedestrian Navigation: Usability, UX Evaluation, Sentiment Analysis
by Paraskevi Theodorou, Kleomenis Tsiligkos, Apostolos Meliones and Costas Filios
Sensors 2023, 23(1), 367; https://doi.org/10.3390/s23010367 - 29 Dec 2022
Cited by 9 | Viewed by 3689
Abstract
Training blind and visually impaired individuals is an important but often neglected aspect of Assistive Technology solutions (ATs) that can benefit from systems utilizing multiple sensors and hardware devices. Training serves a dual purpose as it not only enables the target group to [...] Read more.
Training blind and visually impaired individuals is an important but often neglected aspect of Assistive Technology solutions (ATs) that can benefit from systems utilizing multiple sensors and hardware devices. Training serves a dual purpose as it not only enables the target group to effectively utilize the ATs but, also, helps in improving their low acceptance rate. In this paper, we present the design, implementation, and validation of a smartphone-based training application. It is a form of immersive system that enables users to learn the features of an outdoor blind pedestrian navigation application and, simultaneously, to help them develop long-term Orientation and Mobility (O&M) skills. The system consists of an Android application leveraging, as data sources, an external high-accuracy GPS sensor for real-time pedestrian mobility tracking, a second custom-made device attached to traffic lights for identifying their status, and an ultra-sonic sensor for detecting near-field obstacles on the navigation path of the users. The training version running as an Android application employs route simulation with audio and haptic feedback, is functionally equivalent to the main application, and was used in the context of specially designed user-centered training sessions. A Usability and User Experience (UX) evaluation revealed the positive attitude of the users towards the training version as well as their satisfaction with the skills acquired during their training sessions (SUS = 69.1, UEQ+ = 1.53). Further confirming the positive attitude was the conduct of a Recursive Neural Network (RNN)-based sentiment analysis on user responses with a score of 3 on a scale from 0 to 4. Finally, we conclude with the lessons learned and the proposal of general design guidelines concerning the observed lack of accessibility and non-universal interfaces. Full article
(This article belongs to the Special Issue State-of-the-Art Sensors Technology in Greece)
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