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Multimodal Technol. Interact., Volume 5, Issue 11 (November 2021) – 7 articles

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17 pages, 7244 KiB  
Article
Comply with Me: Using Design Manipulations to Affect Human–Robot Interaction in a COVID-19 Officer Robot Use Case
by Ela Liberman-Pincu, Amit David, Vardit Sarne-Fleischmann, Yael Edan and Tal Oron-Gilad
Multimodal Technol. Interact. 2021, 5(11), 71; https://doi.org/10.3390/mti5110071 - 17 Nov 2021
Cited by 5 | Viewed by 4495
Abstract
This study examines the effect of a COVID-19 Officer Robot (COR) on passersby compliance and the effects of its minor design manipulations on human–robot interaction. A robotic application was developed to ensure participants entering a public building comply with COVID restrictions of a [...] Read more.
This study examines the effect of a COVID-19 Officer Robot (COR) on passersby compliance and the effects of its minor design manipulations on human–robot interaction. A robotic application was developed to ensure participants entering a public building comply with COVID restrictions of a green pass and wearing a face mask. The participants’ attitudes toward the robot and their perception of its authoritativeness were explored with video and questionnaires data. Thematic analysis was used to define unique behaviors related to human–COR interaction. Direct and extended interactions with minor design manipulation of the COR were evaluated in a public scenario setting. The results demonstrate that even minor design manipulations may influence users’ attitudes toward officer robots. The outcomes of this research can support manufacturers in rapidly adjusting their robots to new domains and tasks and guide future designs of authoritative socially assistive robots (SARs). Full article
(This article belongs to the Special Issue User Experience in Human-Robot Interaction)
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26 pages, 645 KiB  
Article
Games Versus Reality? How Game Designers Deal with Current Topics of Geography Education
by Joelle-Denise Lux, Alexandra Budke and Emmanuel Guardiola
Multimodal Technol. Interact. 2021, 5(11), 70; https://doi.org/10.3390/mti5110070 - 9 Nov 2021
Cited by 4 | Viewed by 4614
Abstract
Digital entertainment games frequently address current societal issues that are also dealt with in geography education, such as climate change or sustainable city development, and give various opportunities for learning. However, in order to be fully able to determine the games’ educational potential [...] Read more.
Digital entertainment games frequently address current societal issues that are also dealt with in geography education, such as climate change or sustainable city development, and give various opportunities for learning. However, in order to be fully able to determine the games’ educational potential and to instruct meaningful reflection on them in class, the designers’ approaches to realism regarding these topics need to be understood. Therefore, we have developed a model of realism in games and conducted 9 interviews with 10 experts from the entertainment game industry about their understanding of and dealing with realism concerning the represented geographical topics. In many cases, the interviewees’ approach to incorporating real-world issues can be regarded as beneficial for their games’ educational potential, and some designers even pursued learning goals. However, we also identified approaches that can result in questionable presentations of real societal issues. We found the most problematic one to be the prioritization of player expectations for the sake of perceived realism. This approach may lead to the depiction of stereotypes and common misconceptions. The results presented in our study may help teachers to prepare reflection on such misrepresentations in class, or designers to become more aware of the educational implications of different forms of game realism. Full article
(This article belongs to the Special Issue Innovations in Game-Based Learning)
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16 pages, 4021 KiB  
Article
Analysis of a Human-Machine Interface for Cooperative Truck Overtaking Maneuvers on Freeways: Increase Success Rate and Assess Driving Behavior during System Failures
by Jana Fank, Christian Knies and Frank Diermeyer
Multimodal Technol. Interact. 2021, 5(11), 69; https://doi.org/10.3390/mti5110069 - 2 Nov 2021
Cited by 4 | Viewed by 3466
Abstract
Cooperation between road users based on V2X communication has the potential to make road traffic safer and more efficient. The exchange of information enables the cooperative orchestration of critical traffic situations, such as truck overtaking maneuvers on freeways. With the benefit of such [...] Read more.
Cooperation between road users based on V2X communication has the potential to make road traffic safer and more efficient. The exchange of information enables the cooperative orchestration of critical traffic situations, such as truck overtaking maneuvers on freeways. With the benefit of such a system, questions arise concerning system failure or the abrupt and unexpected behavior of road users. A human-machine interface (HMI) organizes and negotiates the cooperation between drivers and maintains smooth interaction, trust, and system acceptance, even in the case of a possible system failure. A study was conducted with 30 truck drivers on a dynamic truck driving simulator to analyze the negotiation of cooperation requests and the reaction of truck drivers to potential system failures. The results show that an automated cooperation request does not translate into a significantly higher cooperation success rate. System failures in cooperative truck passing maneuvers are not considered critical by truck drivers in this simulated environment. The next step in the development process is to investigate how the success rate of truck overtaking maneuvers on freeways can be further increased as well as the implementation of the system in a real vehicle to investigate the reaction behavior of truck drivers in case of system failures in a real environment. Full article
(This article belongs to the Special Issue Feature Papers of MTI in 2021)
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19 pages, 5757 KiB  
Article
Music and Time Perception in Audiovisuals: Arousing Soundtracks Lead to Time Overestimation No Matter Their Emotional Valence
by Alessandro Ansani, Marco Marini, Luca Mallia and Isabella Poggi
Multimodal Technol. Interact. 2021, 5(11), 68; https://doi.org/10.3390/mti5110068 - 29 Oct 2021
Cited by 4 | Viewed by 6774
Abstract
One of the most tangible effects of music is its ability to alter our perception of time. Research on waiting times and time estimation of musical excerpts has attested its veritable effects. Nevertheless, there exist contrasting results regarding several musical features’ influence on [...] Read more.
One of the most tangible effects of music is its ability to alter our perception of time. Research on waiting times and time estimation of musical excerpts has attested its veritable effects. Nevertheless, there exist contrasting results regarding several musical features’ influence on time perception. When considering emotional valence and arousal, there is some evidence that positive affect music fosters time underestimation, whereas negative affect music leads to overestimation. Instead, contrasting results exist with regard to arousal. Furthermore, to the best of our knowledge, a systematic investigation has not yet been conducted within the audiovisual domain, wherein music might improve the interaction between the user and the audiovisual media by shaping the recipients’ time perception. Through the current between-subjects online experiment (n = 565), we sought to analyze the influence that four soundtracks (happy, relaxing, sad, scary), differing in valence and arousal, exerted on the time estimation of a short movie, as compared to a no-music condition. The results reveal that (1) the mere presence of music led to time overestimation as opposed to the absence of music, (2) the soundtracks that were perceived as more arousing (i.e., happy and scary) led to time overestimation. The findings are discussed in terms of psychological and phenomenological models of time perception. Full article
(This article belongs to the Special Issue Musical Interactions (Volume II))
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16 pages, 767 KiB  
Article
Smartphone and the Self: Experimental Investigation of Self-Incorporation of and Attachment to Smartphones
by Marlene Gertz, Simone Schütz-Bosbach and Sarah Diefenbach
Multimodal Technol. Interact. 2021, 5(11), 67; https://doi.org/10.3390/mti5110067 - 27 Oct 2021
Cited by 4 | Viewed by 4635
Abstract
Smartphones are a constant companion in everyday life. Interacting with a smartphone calls for a multimodal input and often leads to a multisensory output. Combining research in human-computer interaction (HCI) and psychology, the present research explored the idea that a smartphone is more [...] Read more.
Smartphones are a constant companion in everyday life. Interacting with a smartphone calls for a multimodal input and often leads to a multisensory output. Combining research in human-computer interaction (HCI) and psychology, the present research explored the idea that a smartphone is more than a smart object but represents an object to which people feel emotionally attached to and which is even perceived as a part or an extension of a person’s self. To this end, we used an established rubber hand illusion paradigm to experimentally induce body ownership experiences in young adults (n = 76) in a 4-level mixed-design study. Our results revealed that in contrast to a neutral control object participants indeed felt attached to a smartphone, perceived it as a part of themselves and felt the need to interact with the device. This was specifically pronounced when hedonic characteristics were evaluated as high and when its usage for social communication was highlighted during the experiment. Psychological mechanisms of the incorporation of technologies are discussed and connected to positive and negative effects of smartphone usage on human behavior, its implications for technology design and marketing. Full article
(This article belongs to the Special Issue Feature Papers of MTI in 2021)
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17 pages, 5047 KiB  
Article
Virtual and Augmented Reality Direct Ophthalmoscopy Tool: A Comparison between Interactions Methods
by Michael Chan, Alvaro Uribe-Quevedo, Bill Kapralos, Michael Jenkin, Norman Jaimes and Kamen Kanev
Multimodal Technol. Interact. 2021, 5(11), 66; https://doi.org/10.3390/mti5110066 - 22 Oct 2021
Cited by 8 | Viewed by 4130
Abstract
Direct ophthalmoscopy (DO) is a medical procedure whereby a health professional, using a direct ophthalmoscope, examines the eye fundus. DO skills are in decline due to the use of interactive diagnostic equipment and insufficient practice with the direct ophthalmoscope. To address the loss [...] Read more.
Direct ophthalmoscopy (DO) is a medical procedure whereby a health professional, using a direct ophthalmoscope, examines the eye fundus. DO skills are in decline due to the use of interactive diagnostic equipment and insufficient practice with the direct ophthalmoscope. To address the loss of DO skills, physical and computer-based simulators have been developed to offer additional training. Among the computer-based simulations, virtual and augmented reality (VR and AR, respectively) allow simulated immersive and interactive scenarios with eye fundus conditions that are difficult to replicate in the classroom. VR and AR require employing 3D user interfaces (3DUIs) to perform the virtual eye examination. Using a combination of a between-subjects and within-subjects paradigm with two groups of five participants, this paper builds upon a previous preliminary usability study that compared the use of the HTC Vive controller, the Valve Index controller, and the Microsoft HoloLens 1 hand gesticulation interaction methods when performing a virtual direct ophthalmoscopy eye examination. The work described in this paper extends our prior work by considering the interactions with the Oculus Quest controller and Oculus Quest hand-tracking system to perform a virtual direct ophthalmoscopy eye examination while allowing us to compare these methods without our prior interaction techniques. Ultimately, this helps us develop a greater understanding of usability effects for virtual DO examinations and virtual reality in general. Although the number of participants was limited, n = 5 for Stage 1 (including the HTC Vive controller, the Valve Index controller, and the Microsoft HoloLens hand gesticulations), and n = 13 for Stage 2 (including the Oculus Quest controller and the Oculus Quest hand tracking), given the COVID-19 restrictions, our initial results comparing VR and AR 3D user interactions for direct ophthalmoscopy are consistent with our previous preliminary study where the physical controllers resulted in higher usability scores, while the Oculus Quest’s more accurate hand motion capture resulted in higher usability when compared to the Microsoft HoloLens hand gesticulation. Full article
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16 pages, 3346 KiB  
Article
User Behavior Adaptive AR Guidance for Wayfinding and Tasks Completion
by Camille Truong-Allié, Alexis Paljic, Alexis Roux and Martin Herbeth
Multimodal Technol. Interact. 2021, 5(11), 65; https://doi.org/10.3390/mti5110065 - 20 Oct 2021
Cited by 3 | Viewed by 3551
Abstract
Augmented reality (AR) is widely used to guide users when performing complex tasks, for example, in education or industry. Sometimes, these tasks are a succession of subtasks, possibly distant from each other. This can happen, for instance, in inspection operations, where AR devices [...] Read more.
Augmented reality (AR) is widely used to guide users when performing complex tasks, for example, in education or industry. Sometimes, these tasks are a succession of subtasks, possibly distant from each other. This can happen, for instance, in inspection operations, where AR devices can give instructions about subtasks to perform in several rooms. In this case, AR guidance is both needed to indicate where to head to perform the subtasks and to instruct the user about how to perform these subtasks. In this paper, we propose an approach based on user activity detection. An AR device displays the guidance for wayfinding when current user activity suggests it is needed. We designed the first prototype on a head-mounted display using a neural network for user activity detection and compared it with two other guidance temporality strategies, in terms of efficiency and user preferences. Our results show that the most efficient guidance temporality depends on user familiarity with the AR display. While our proposed guidance has not proven to be more efficient than the other two, our experiment hints toward several improvements of our prototype, which is a first step in the direction of efficient guidance for both wayfinding and complex task completion. Full article
(This article belongs to the Special Issue Feature Papers of MTI in 2021)
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