Ahmad Althunibat, W. Alzyadat, Ibrahim Almarashdeh, M. Alsmadi, Aoun Othman Al Shawabkeh, A. Abuhamdah, M. Alzaqebah
This study aimed to evaluate the effectiveness of Moodle LMS as an alternative delivery mode for education, particularly in the higher education system of Jordan, which has not been evaluated before. The research is based on Moore’s transactional distance learning theory, which considers interactions among students, instructors, and course material, as well as personal characteristics of students. The study included 50 participants who have taken courses on Moodle LMS at the University of Jordan. Both interviews and research surveys were conducted to gather in-depth perceptions and analysis of the participants’ experiences with Moodle LMS. The findings suggest that Moodle LMS was an effective alternative study tool during the COVID-19 pandemic and the user-friendly course design enhanced the user experience of using Moodle LMS. Participants also provided suggestions to optimize the system for better integration in the University of Jordan. Fixing Moodle LMS based on the recommendations of the study participants will significantly improve the learning experience of students. This study contributes to the advancement of the state of the art by evaluating the effectiveness of Moodle LMS in the higher education system of Jordan and providing recommendations for improvement.
{"title":"Learning Experience of Students Using the Learning Management System: User’s Perspective on the Use of Moodle in the University of Jordan","authors":"Ahmad Althunibat, W. Alzyadat, Ibrahim Almarashdeh, M. Alsmadi, Aoun Othman Al Shawabkeh, A. Abuhamdah, M. Alzaqebah","doi":"10.1155/2023/6659245","DOIUrl":"https://doi.org/10.1155/2023/6659245","url":null,"abstract":"This study aimed to evaluate the effectiveness of Moodle LMS as an alternative delivery mode for education, particularly in the higher education system of Jordan, which has not been evaluated before. The research is based on Moore’s transactional distance learning theory, which considers interactions among students, instructors, and course material, as well as personal characteristics of students. The study included 50 participants who have taken courses on Moodle LMS at the University of Jordan. Both interviews and research surveys were conducted to gather in-depth perceptions and analysis of the participants’ experiences with Moodle LMS. The findings suggest that Moodle LMS was an effective alternative study tool during the COVID-19 pandemic and the user-friendly course design enhanced the user experience of using Moodle LMS. Participants also provided suggestions to optimize the system for better integration in the University of Jordan. Fixing Moodle LMS based on the recommendations of the study participants will significantly improve the learning experience of students. This study contributes to the advancement of the state of the art by evaluating the effectiveness of Moodle LMS in the higher education system of Jordan and providing recommendations for improvement.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":"17 5","pages":""},"PeriodicalIF":2.9,"publicationDate":"2023-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139129912","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This research aims to (1) synthesize the digital painting learning process by using mixed-reality technology to develop practical skills in character design for animation and (2) develop and evaluate digital painting learning models using mixed-reality technology to develop practical skills in character design for animation. This research was conducted by studying documentation and related research and designing digital painting learning models using mixed-reality technology to develop practical skills in character design for animation. Using a questionnaire, a total of 9 experts evaluated the model’s suitability. The statistics used in the research were the mean and standard deviation. The study found that a component of the digital painting learning process involves using mixed-reality technology to develop practical skills in character design for animation. It consists of the following four components: (1) input data, (2) the digital painting learning process, (3) output assessment, and (4) feedback. The expert’s evaluation of the model’s suitability found that the digital painting learning model using mixed-reality technology to develop practical skills in character design for animation was at the highest level (mean ± SD = 4.38 ± 0.21). This research is beneficial to faculty who teach character design and development for animation. The results of the study can be applied to teaching and learning.
{"title":"A Digital Painting Learning Model Using Mixed-Reality Technology to Develop Practical Skills in Character Design for Animation","authors":"Vipusit Piankarnka, Kridsanapong Lertbumroongchai, Pallop Piriyasurawong","doi":"10.1155/2023/5230762","DOIUrl":"https://doi.org/10.1155/2023/5230762","url":null,"abstract":"This research aims to (1) synthesize the digital painting learning process by using mixed-reality technology to develop practical skills in character design for animation and (2) develop and evaluate digital painting learning models using mixed-reality technology to develop practical skills in character design for animation. This research was conducted by studying documentation and related research and designing digital painting learning models using mixed-reality technology to develop practical skills in character design for animation. Using a questionnaire, a total of 9 experts evaluated the model’s suitability. The statistics used in the research were the mean and standard deviation. The study found that a component of the digital painting learning process involves using mixed-reality technology to develop practical skills in character design for animation. It consists of the following four components: (1) input data, (2) the digital painting learning process, (3) output assessment, and (4) feedback. The expert’s evaluation of the model’s suitability found that the digital painting learning model using mixed-reality technology to develop practical skills in character design for animation was at the highest level (mean ± SD = 4.38 ± 0.21). This research is beneficial to faculty who teach character design and development for animation. The results of the study can be applied to teaching and learning.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":"124 11","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135810393","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Saeed Hamood Alsamhi, Ammar Hawbani, Alexey V. Shvetsov, Santosh Kumar
The intersection of Federated Learning (FL) and Healthcare 5.0 promises a transformative shift towards a more resilient future, particularly concerning pandemic preparedness. Within this context, Healthcare 5.0 signifies a holistic approach to healthcare delivery, where interconnected technologies enable data-driven decision-making, patient-centric care, and enhanced efficiency. This paper provides an in-depth exploration of FL’s role within the framework of Healthcare 5.0 and its implications for the pandemic response. Specifically, FL offers the potential to revolutionize pandemic preparedness within Healthcare 5.0 in several vital ways: it enables collaborative learning from distributed data sources without compromising individual data privacy, facilitates decentralized decision-making by empowering local healthcare institutions to contribute to a collective knowledge pool, and enhances real-time surveillance, enabling early detection of outbreaks and informed responses. We start by laying out the concepts of FL and Healthcare 5.0, followed by an analysis of current pandemic preparedness and response mechanisms. We delve into FL’s applications and case studies in healthcare, highlighting its potential benefits, including privacy protection, decentralized decision-making, and implementation challenges. By articulating how FL fits into Healthcare 5.0, we envisage future applications in a technologically integrated health system. By examining current applications and case studies of FL in healthcare, we highlight its potential benefits, including enhanced privacy protection and more effective decision support systems. Our findings demonstrate that FL can significantly improve pandemic response times and accuracy. Moreover, we speculate on the potential scenarios where FL could enhance pandemic preparedness and make healthcare more resilient. Finally, we recommend that policymakers, technologists, and educators address potential challenges and maximize the benefits of FL in Healthcare 5.0. This paper aims to contribute to the discourse on next-generation healthcare technologies, emphasizing FL’s potential to shape a more resilient healthcare future.
{"title":"Advancing Pandemic Preparedness in Healthcare 5.0: A Survey of Federated Learning Applications","authors":"Saeed Hamood Alsamhi, Ammar Hawbani, Alexey V. Shvetsov, Santosh Kumar","doi":"10.1155/2023/9992393","DOIUrl":"https://doi.org/10.1155/2023/9992393","url":null,"abstract":"The intersection of Federated Learning (FL) and Healthcare 5.0 promises a transformative shift towards a more resilient future, particularly concerning pandemic preparedness. Within this context, Healthcare 5.0 signifies a holistic approach to healthcare delivery, where interconnected technologies enable data-driven decision-making, patient-centric care, and enhanced efficiency. This paper provides an in-depth exploration of FL’s role within the framework of Healthcare 5.0 and its implications for the pandemic response. Specifically, FL offers the potential to revolutionize pandemic preparedness within Healthcare 5.0 in several vital ways: it enables collaborative learning from distributed data sources without compromising individual data privacy, facilitates decentralized decision-making by empowering local healthcare institutions to contribute to a collective knowledge pool, and enhances real-time surveillance, enabling early detection of outbreaks and informed responses. We start by laying out the concepts of FL and Healthcare 5.0, followed by an analysis of current pandemic preparedness and response mechanisms. We delve into FL’s applications and case studies in healthcare, highlighting its potential benefits, including privacy protection, decentralized decision-making, and implementation challenges. By articulating how FL fits into Healthcare 5.0, we envisage future applications in a technologically integrated health system. By examining current applications and case studies of FL in healthcare, we highlight its potential benefits, including enhanced privacy protection and more effective decision support systems. Our findings demonstrate that FL can significantly improve pandemic response times and accuracy. Moreover, we speculate on the potential scenarios where FL could enhance pandemic preparedness and make healthcare more resilient. Finally, we recommend that policymakers, technologists, and educators address potential challenges and maximize the benefits of FL in Healthcare 5.0. This paper aims to contribute to the discourse on next-generation healthcare technologies, emphasizing FL’s potential to shape a more resilient healthcare future.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134973211","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Speech-based computer command and control utilize natural speech to enable computers to understand human language and execute tasks through commands. However, there has been no study or development of a speech-based command and control system for Microsoft Word in Afan Oromo. The primary aim of this research is to investigate and develop a speech-based command and control system for Afan Oromo using a selected set of command-and-control words from MS Word. To accomplish this objective, a speech recognizer was developed using the HTK toolkit, employing a small vocabulary, isolated words, speaker independence, and HMM-based techniques. The translation of the selected MS command words from English to Afan Oromo was completed in order to develop this automatic speech-based computer command system. Audio recordings were obtained from 38 speakers (16 females and 22 males) aged between 18 and 40 years, based on their availability. Word-level speech recognition was performed using MFCC and data processing, which are widely used and are effective approaches in speech recognition. Out of a total of 64 MS command words, 54 words (84.37%) were used for training and 10 words (15.63%) were used for testing. Live and nonlive evaluation techniques were employed to assess the performance of the recognizer. The live recognizer, which considers variations in the environment, outperformed the nonlive recognizer due to the influence of neighboring phones. The performance results for the monophone tied state, triphone, and triphone-based recognizers were 78.12%, 86.87%, and 88.99%, respectively. Thus, the triphone-based recognizer exhibited the best performance among the nonlive recognizers. The challenges of limited resources in this research study were limited to investigate speech-based commands for computers using only selected MS commands, which play a crucial role in text processing. In order to evaluate a speech-based interface in a real environment, there were no components available for object-as-a-service. The experimental findings of this study demonstrated that if an adequate amount of language resources was available, a computer-based Afan Oromo speech-based interface for command-and-control purposes could be developed.
{"title":"Afan Oromo Speech-Based Computer Command and Control: An Evaluation with Selected Commands","authors":"Kebede Teshite, Getachew Mamo, Kris Calpotura","doi":"10.1155/2023/9959015","DOIUrl":"https://doi.org/10.1155/2023/9959015","url":null,"abstract":"Speech-based computer command and control utilize natural speech to enable computers to understand human language and execute tasks through commands. However, there has been no study or development of a speech-based command and control system for Microsoft Word in Afan Oromo. The primary aim of this research is to investigate and develop a speech-based command and control system for Afan Oromo using a selected set of command-and-control words from MS Word. To accomplish this objective, a speech recognizer was developed using the HTK toolkit, employing a small vocabulary, isolated words, speaker independence, and HMM-based techniques. The translation of the selected MS command words from English to Afan Oromo was completed in order to develop this automatic speech-based computer command system. Audio recordings were obtained from 38 speakers (16 females and 22 males) aged between 18 and 40 years, based on their availability. Word-level speech recognition was performed using MFCC and data processing, which are widely used and are effective approaches in speech recognition. Out of a total of 64 MS command words, 54 words (84.37%) were used for training and 10 words (15.63%) were used for testing. Live and nonlive evaluation techniques were employed to assess the performance of the recognizer. The live recognizer, which considers variations in the environment, outperformed the nonlive recognizer due to the influence of neighboring phones. The performance results for the monophone tied state, triphone, and triphone-based recognizers were 78.12%, 86.87%, and 88.99%, respectively. Thus, the triphone-based recognizer exhibited the best performance among the nonlive recognizers. The challenges of limited resources in this research study were limited to investigate speech-based commands for computers using only selected MS commands, which play a crucial role in text processing. In order to evaluate a speech-based interface in a real environment, there were no components available for object-as-a-service. The experimental findings of this study demonstrated that if an adequate amount of language resources was available, a computer-based Afan Oromo speech-based interface for command-and-control purposes could be developed.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136078843","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nurul Izzah Othman, Hazura Mohamed, Nor Azan Mat Zin
The evolution in information technology has brought worldwide access to information. Information technology has become an approach for effective learning in the education sector. This development provides an opportunity for people with disabilities. However, many educational software and applications in the market, such as serious games, cannot be accessed by low-vision children due to the visual properties in game design. For instance, small text and graphic sizes, lack of colour contrast, complex visual effects, or reliance on visual cues for instructions are among the visual properties that contribute to these accessibility challenges. They can play serious games as long as they are designed based on their accessibility needs. This paper proposed a serious games design model for low-vision children. The three main components are accessibility, game design, and pedagogy. The serious game accessibility design model is implemented using a low-fidelity prototype that takes the form of a serious game mockup. This prototype allows for basic interaction and testing of the game’s features, with a focus on accessibility considerations. The expert validation was conducted on the prototype using heuristic evaluation to assess its usability. Based on the evaluation, the experts agreed on implementing the proposed model to the prototype.
{"title":"Serious Games Accessibility Design Model for Low-Vision Children","authors":"Nurul Izzah Othman, Hazura Mohamed, Nor Azan Mat Zin","doi":"10.1155/2023/9528294","DOIUrl":"https://doi.org/10.1155/2023/9528294","url":null,"abstract":"The evolution in information technology has brought worldwide access to information. Information technology has become an approach for effective learning in the education sector. This development provides an opportunity for people with disabilities. However, many educational software and applications in the market, such as serious games, cannot be accessed by low-vision children due to the visual properties in game design. For instance, small text and graphic sizes, lack of colour contrast, complex visual effects, or reliance on visual cues for instructions are among the visual properties that contribute to these accessibility challenges. They can play serious games as long as they are designed based on their accessibility needs. This paper proposed a serious games design model for low-vision children. The three main components are accessibility, game design, and pedagogy. The serious game accessibility design model is implemented using a low-fidelity prototype that takes the form of a serious game mockup. This prototype allows for basic interaction and testing of the game’s features, with a focus on accessibility considerations. The expert validation was conducted on the prototype using heuristic evaluation to assess its usability. Based on the evaluation, the experts agreed on implementing the proposed model to the prototype.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135552638","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Viktor Kelkkanen, David Lindero, Markus Fiedler, Hans-Jürgen Zepernick
All virtual reality (VR) systems have some inherent hand-controller latency even when operated locally. In remotely rendered VR, additional latency may be added due to the remote transmission of data, commonly conducted through shared low-capacity channels. Increased latency will negatively affect the performance of the human VR operator, but the level of detriment depends on the given task. This work quantifies the relations between aiming accuracy and hand-controller latency, virtual target speed, and the predictability of the target motion. The tested context involves a target that changes direction multiple times while moving in straight lines. The main conclusions are, given the tested context, first, that the predictability of target motion becomes significantly more important as latency and target speed increase. A significant difference in accuracy is generally observed at latencies beyond approximately 130 ms and at target speeds beyond approximately 3.5°/s. Second, latency starts to significantly impact accuracy at roughly 90 ms and approximately 3.5°/s if the target motion cannot be predicted. If it can, the numbers are approximately 130 ms and 12.7°/s. Finally, reaction times are on average 190–200 ms when the target motion changes to a new and unpredictable direction.
{"title":"Hand-Controller Latency and Aiming Accuracy in 6-DOF VR","authors":"Viktor Kelkkanen, David Lindero, Markus Fiedler, Hans-Jürgen Zepernick","doi":"10.1155/2023/1563506","DOIUrl":"https://doi.org/10.1155/2023/1563506","url":null,"abstract":"All virtual reality (VR) systems have some inherent hand-controller latency even when operated locally. In remotely rendered VR, additional latency may be added due to the remote transmission of data, commonly conducted through shared low-capacity channels. Increased latency will negatively affect the performance of the human VR operator, but the level of detriment depends on the given task. This work quantifies the relations between aiming accuracy and hand-controller latency, virtual target speed, and the predictability of the target motion. The tested context involves a target that changes direction multiple times while moving in straight lines. The main conclusions are, given the tested context, first, that the predictability of target motion becomes significantly more important as latency and target speed increase. A significant difference in accuracy is generally observed at latencies beyond approximately 130 ms and at target speeds beyond approximately 3.5°/s. Second, latency starts to significantly impact accuracy at roughly 90 ms and approximately 3.5°/s if the target motion cannot be predicted. If it can, the numbers are approximately 130 ms and 12.7°/s. Finally, reaction times are on average 190–200 ms when the target motion changes to a new and unpredictable direction.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135815333","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Digital Future of Emergency Medical Services: Envisioning and Usability of Electronic Patient Care Report System","authors":"S. Haliq, M. Jumaan","doi":"10.1155/2022/6012241","DOIUrl":"https://doi.org/10.1155/2022/6012241","url":null,"abstract":"","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":"2022 1","pages":"6012241:1-6012241:8"},"PeriodicalIF":2.9,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"64782601","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}