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Multimodal Technol. Interact., Volume 9, Issue 1 (January 2025) – 8 articles

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26 pages, 2661 KiB  
Systematic Review
Managing ADHD Symptoms in Children Through the Use of Various Technology-Driven Serious Games: A Systematic Review
by Aikaterini Doulou, Pantelis Pergantis, Athanasios Drigas and Charalampos Skianis
Multimodal Technol. Interact. 2025, 9(1), 8; https://doi.org/10.3390/mti9010008 - 16 Jan 2025
Viewed by 1129
Abstract
Children with attention deficit hyperactivity disorder (ADHD) frequently experience impairments in a range of abilities. Due to their poor attention and concentration, they find it challenging to stay focused when learning. They need help to retain the directions given by teachers and are [...] Read more.
Children with attention deficit hyperactivity disorder (ADHD) frequently experience impairments in a range of abilities. Due to their poor attention and concentration, they find it challenging to stay focused when learning. They need help to retain the directions given by teachers and are very animated. Focus issues, hyperactivity, and attention problems may hamper learning. The needs and challenges of children with ADHD have been addressed by numerous digital solutions over the years. These solutions support a variety of needs (e.g., diagnosing versus treating), aim to address a variety of goals (e.g., addressing inattention, impulsivity, working memory, executive functions, emotion regulation), and employ a wide range of technologies, including video games, PC, mobile, web, AR, VR, tangible interfaces, wearables, robots, and BCI/neurofeedback, occasionally even in tandem. According to studies on the psychological impacts of serious games, immersive games can potentially be valuable tools for treating ADHD. This research investigates using PC, mobile/tablet applications, augmented reality, virtual reality, and brain–computer interfaces to develop executive functions and metacognitive and emotional competencies in children with ADHD through serious games. Following PRISMA 2020 criteria, this systematic review includes a comprehensive search of the PubMed, Web of Science, Scopus, and Google Scholar databases. The database search provided 784 records, and 30 studies met the inclusion criteria. The results showed that serious games assisted by multiple technologies could significantly improve a wide range of cognitive and socioemotional meta-competencies among children with ADHD, including visuospatial working memory, attention, inhibition control, cognitive flexibility, planning/organizing, problem-solving, social communication, and emotional regulation. The results of this review may provide positive feedback for creating more inclusive digital training environments for the treatment of ADHD children. Full article
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10 pages, 1157 KiB  
Article
The Effectiveness of a Virtual Reality-Based Exergame Protocol in Improving Postural Balance in Older Adults During the COVID-19 Pandemic
by Valeska Gatica-Rojas, María Isabel Camoglino-Escobar, Hernán Carrillo-Bestagno and Ricardo Cartes-Velásquez
Multimodal Technol. Interact. 2025, 9(1), 7; https://doi.org/10.3390/mti9010007 - 15 Jan 2025
Viewed by 502
Abstract
Background: The COVID-19 pandemic significantly reduced physical activity levels, particularly among older people, negatively impacting their postural balance and increasing the risk of falls and hip fractures. This study aims to assess the effect of a virtual reality-based exergame physical activity protocol at [...] Read more.
Background: The COVID-19 pandemic significantly reduced physical activity levels, particularly among older people, negatively impacting their postural balance and increasing the risk of falls and hip fractures. This study aims to assess the effect of a virtual reality-based exergame physical activity protocol at home on improving postural balance in older people. Materials and Methods: A quasi-experimental design was employed with 10 older people (71 ± 9 years) who participated in a virtual reality-based exergame physical activity protocol consisting of eighteen 25 min sessions conducted at home. The protocol incorporated 3D movement tracking using a sensor attached to the participants’ bodies to monitor postural sway in real time. Clinical measurements included the Timed Up and Go test and posturographic measures of center-of-pressure, including sway area, velocity, and standard deviation in the mediolateral and anteroposterior directions under four conditions: static with the eyes open and eyes closed and dynamic voluntary sway in the mediolateral direction following a 30 Hz metronome with the eyes open and eyes closed. Paired t-tests were used to compare pre- and post-intervention data. Results: The intervention led to significant improvements in postural balance as measured using both posturographic measures (p < 0.05) and the Timed Up and Go test (p = 0.04). Conclusion: The virtual reality-based exergame physical activity protocol conducted at home, comprising eighteen 25 min sessions, effectively improves postural balance in older people. Full article
(This article belongs to the Special Issue 3D User Interfaces and Virtual Reality—2nd Edition)
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32 pages, 475 KiB  
Review
Multimodal Interaction, Interfaces, and Communication: A Survey
by Elias Dritsas, Maria Trigka, Christos Troussas and Phivos Mylonas
Multimodal Technol. Interact. 2025, 9(1), 6; https://doi.org/10.3390/mti9010006 - 14 Jan 2025
Viewed by 754
Abstract
Multimodal interaction is a transformative human-computer interaction (HCI) approach that allows users to interact with systems through various communication channels such as speech, gesture, touch, and gaze. With advancements in sensor technology and machine learning (ML), multimodal systems are becoming increasingly important in [...] Read more.
Multimodal interaction is a transformative human-computer interaction (HCI) approach that allows users to interact with systems through various communication channels such as speech, gesture, touch, and gaze. With advancements in sensor technology and machine learning (ML), multimodal systems are becoming increasingly important in various applications, including virtual assistants, intelligent environments, healthcare, and accessibility technologies. This survey concisely overviews recent advancements in multimodal interaction, interfaces, and communication. It delves into integrating different input and output modalities, focusing on critical technologies and essential considerations in multimodal fusion, including temporal synchronization and decision-level integration. Furthermore, the survey explores the challenges of developing context-aware, adaptive systems that provide seamless and intuitive user experiences. Lastly, by examining current methodologies and trends, this study underscores the potential of multimodal systems and sheds light on future research directions. Full article
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12 pages, 2155 KiB  
Article
Human–Robot Interactions: A Pilot Study of Psychoaffective and Cognitive Factors to Boost the Acceptance and Usability of Assistive Wearable Devices
by Margherita Bertuccelli, Stefano Tortora, Edoardo Trombin, Liliana Negri, Patrizia Bisiacchi, Emanuele Menegatti and Alessandra Del Felice
Multimodal Technol. Interact. 2025, 9(1), 5; https://doi.org/10.3390/mti9010005 - 9 Jan 2025
Viewed by 462
Abstract
Robotic technology to assist rehabilitation provides practical advantages compared with traditional rehabilitation treatments, but its efficacy is still disputed. This controversial effectiveness is due to different factors, including a lack of guidelines to adapt devices to users’ individual needs. These needs include the [...] Read more.
Robotic technology to assist rehabilitation provides practical advantages compared with traditional rehabilitation treatments, but its efficacy is still disputed. This controversial effectiveness is due to different factors, including a lack of guidelines to adapt devices to users’ individual needs. These needs include the specific clinical conditions of people with disabilities, as well as their psychological and cognitive profiles. This pilot study aims to investigate the relationships between psychological, cognitive, and robot-related factors playing a role in human–robot interaction to promote a human-centric approach in robotic rehabilitation. Ten able-bodied volunteers were assessed for their anxiety, experienced workload, cognitive reserve, and perceived exoskeleton usability before and after a task with a lower-limb exoskeleton (i.e., 10 m path walking for 10 trials). Pre-trial anxiety levels were higher than post-trial ones (p < 0.01). While trait anxiety levels were predictive of the experienced effort (Adjusted-r2 = 0.43, p = 0.02), the state anxiety score was predictive of the perceived overall workload (Adjusted-r2 = 0.45, p = 0.02). High–average cognitive reserve scores were predictive of the perception of exoskeleton usability (Adjusted-r2 = 0.45, p = 0.02). A negative correlation emerged between the workload and the perception of personal identification with the exoskeleton (r = −0.67, p-value = 0.03). This study provides preliminary evidence of the impact of cognitive and psychoaffective factors on the perception of workload and overall device appreciation in exoskeleton training. It also suggests pragmatic measures such as familiarization time to reduce anxiety and end-user selection based on cognitive profiles. These assessments may provide guidance on the personalization of training. Full article
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30 pages, 8717 KiB  
Article
Development and Evaluation of a Low-Jitter Hand Tracking System for Improving Typing Efficiency in a Virtual Reality Workspace
by Tianshu Xu, Wen Gu, Koichi Ota and Shinobu Hasegawa
Multimodal Technol. Interact. 2025, 9(1), 4; https://doi.org/10.3390/mti9010004 - 8 Jan 2025
Viewed by 432
Abstract
Virtual reality technology promises to transform immersive experiences across various applications, particularly within office environments. Despite its potential, the challenge of achieving efficient text entry in virtual reality persists. This study addresses this obstacle by introducing a novel machine learning-based solution, namely, the [...] Read more.
Virtual reality technology promises to transform immersive experiences across various applications, particularly within office environments. Despite its potential, the challenge of achieving efficient text entry in virtual reality persists. This study addresses this obstacle by introducing a novel machine learning-based solution, namely, the two-stream long short-term memory typing method, to enhance text entry performance in virtual reality. The two-stream long short-term memory method utilizes the back-of-the-hand image, employing a long short-term memory network and a Kalman filter to enhance hand position tracking accuracy and minimize jitter. Through statistical analysis of the data collected in the experiment and questionnaire results, we confirmed the effectiveness of the proposed method. In addition, we conducted an extra experiment to explore the differences in users’ typing behavior between regular typing and virtual reality-based typing. This additional experiment provides valuable insights into how users adapt their typing behavior in different environments. These findings represent a significant step in advancing text entry within virtual reality, setting the stage for immersive work experiences in office environments and beyond. Full article
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47 pages, 6401 KiB  
Review
A Comprehensive Review of Dropout Prediction Methods Based on Multivariate Analysed Features of MOOC Platforms
by Saad Alghamdi, Ben Soh and Alice Li
Multimodal Technol. Interact. 2025, 9(1), 3; https://doi.org/10.3390/mti9010003 - 7 Jan 2025
Viewed by 758
Abstract
Massive open online courses have revolutionised the learning environment, but their effectiveness is undermined by low completion rates. Traditional dropout prediction models in MOOCs often overlook complex factors like temporal dependencies and context-specific variables. These models are not adaptive enough to manage the [...] Read more.
Massive open online courses have revolutionised the learning environment, but their effectiveness is undermined by low completion rates. Traditional dropout prediction models in MOOCs often overlook complex factors like temporal dependencies and context-specific variables. These models are not adaptive enough to manage the dynamic nature of MOOC learning environments, resulting in inaccurate predictions and ineffective interventions. Accordingly, MOOCs dropout prediction models require more sophisticated artificial intelligence models that can address these limitations. Moreover, incorporating feature selection methods and explainable AI techniques can enhance the interpretability of these models, making them more actionable for educators and course designers. This paper provides a comprehensive review of various MOOCs dropout prediction methodologies, focusing on their strategies and research gaps. It highlights the growing MOOC environment and the potential for technology-driven gains in outcome accuracy. This review also discusses the use of advanced models based on machine learning, deep learning, and meta-heuristics approaches to improve course completion rates, optimise learning outcomes, and provide personalised educational experiences. Full article
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26 pages, 380 KiB  
Review
How Architecture Builds Intelligence: Lessons from AI
by Nikos A. Salingaros
Multimodal Technol. Interact. 2025, 9(1), 2; https://doi.org/10.3390/mti9010002 - 27 Dec 2024
Viewed by 1342
Abstract
The architecture in the title refers to physical buildings, spaces, and walls. Dominant architectural culture prefers minimalist environments that contradict the information setting needed for the infant brain to develop. Much of world architecture after World War II is therefore unsuitable for raising [...] Read more.
The architecture in the title refers to physical buildings, spaces, and walls. Dominant architectural culture prefers minimalist environments that contradict the information setting needed for the infant brain to develop. Much of world architecture after World War II is therefore unsuitable for raising children. Data collected by technological tools, including those that use AI for processing signals, indicate a basic misfit between cognition and design. Results from the way AI software works in general, together with mobile robotics and neuroscience, back up this conclusion. There exists a critical research gap: the systematic investigation of how the geometry of the built environment influences cognitive development and human neurophysiology. While previous studies have explored environmental effects on health (other than from pathogens and pollutants), they largely focus on factors such as acoustics, color, and light, neglecting the fundamental role of spatial geometry. Geometrical features in the ancestral setting shaped neural circuits that determine human cognition and intelligence. However, the contemporary built environment consisting of raw concrete, plate glass, and exposed steel sharply contrasts with natural geometries. Traditional and vernacular architectures are appropriate for life, whereas new buildings and urban spaces adapt to human biology and are better for raising children only if they follow living geometry, which represents natural patterns such as fractals and nested symmetries. This study provides a novel, evidence-based framework for adaptive and empathetic architectural design. Full article
36 pages, 16215 KiB  
Article
Smart City Products and Their Materials Assessment Using the Pentagon Framework
by Pedro Ponce, Mario Rojas, Juana Isabel Mendez, Brian Anthony, Russel Bradley and Aminah Robinson Fayek
Multimodal Technol. Interact. 2025, 9(1), 1; https://doi.org/10.3390/mti9010001 - 25 Dec 2024
Viewed by 747
Abstract
Smart cities are complex urban environments that rely on advanced technology and data analytics to enhance city services’ quality of life, sustainability, and efficiency. As these cities continue to evolve, there is a growing need for a structured framework to evaluate and integrate [...] Read more.
Smart cities are complex urban environments that rely on advanced technology and data analytics to enhance city services’ quality of life, sustainability, and efficiency. As these cities continue to evolve, there is a growing need for a structured framework to evaluate and integrate products that align with smart city objectives. This paper introduces the Pentagon Framework, a comprehensive evaluation method designed to ensure that products and their materials meet the specific needs of smart cities. The framework focuses on five key features—smart, sustainable, sensing, social, and safe—collectively called the Penta-S concept. These features provide a structured approach to categorizing and assessing products, ensuring alignment with the city’s goals for efficiency, sustainability, and user experience. The Smart City Pentagon Framework Analyzer is also presented, a dedicated web application that facilitates interaction with the framework. It allows product data input, provides feedback on alignment with the Penta-S features, and suggests personality traits based on the OCEAN model. Complementing the web application, the Smart City Penta-S Compliance Assistant API, developed through ChatGPT, offers a more profound, personalized evaluation of products, including the life cycle phase recommendations using the IPPMD model. This paper contributes to the development of smart city solutions by providing a flexible framework that can be applied to any product type, optimizing its life cycle, and ensuring compliance with the Pentagon Framework. This approach improves product integration and fosters user satisfaction by tailoring products and their materials to meet specific user preferences and needs within the smart city environment. The proposed framework emphasizes citizen-centric design and highlights its advantages over conventional evaluation methods, ultimately enhancing urban planning and smart city development. Full article
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