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Active Learning Strategies in Computer Science Education: A Systematic Review 计算机科学教育中的主动学习策略:系统回顾
Pub Date : 2024-06-13 DOI: 10.3390/mti8060050
Diana-Margarita Córdova-Esparza, J. Romero-González, Karen-Edith Córdova-Esparza, Juan R. Terven, Rocio-Edith López-Martínez
The main purpose of this study is to examine the implementation of active methodologies in the teaching–learning process in computer science. To achieve this objective, a systematic review using the PRISMA method was performed; the search for articles was conducted through the Scopus and Web of Science databases and the scientific search engine Google Scholar. By establishing inclusion and exclusion criteria, 15 research papers were selected addressing the use of various active methodologies which have had a positive impact on students’ learning processes. Among the principal active methodologies highlighted are problem-based learning, flipped classrooms, and gamification. The results of the review show how active methodologies promote significant learning, in addition to fostering more outstanding commitment, participation, and motivation on the students’ part. It was observed that active methodologies contribute to the development of fundamental cognitive and socio-emotional skills for their professional growth.
本研究的主要目的是考察计算机科学教学过程中主动方法的实施情况。为实现这一目标,我们采用 PRISMA 方法进行了系统性综述;通过 Scopus 和 Web of Science 数据库以及科学搜索引擎 Google Scholar 搜索文章。通过制定纳入和排除标准,选出了 15 篇研究论文,论述了对学生学习过程产生积极影响的各种主动方法的使用情况。其中主要的主动方法包括基于问题的学习、翻转课堂和游戏化。综述结果表明,除了促进学生更积极地投入、参与和学习外,主动式教学法还能显著促进学习。据观察,积极教学法有助于培养学生的基本认知技能和社会情感技能,促进他们的专业成长。
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引用次数: 0
Metaverse & Human Digital Twin: Digital Identity, Biometrics, and Privacy in the Future Virtual Worlds 元宇宙与人类数字双胞胎:未来虚拟世界中的数字身份、生物识别与隐私
Pub Date : 2024-06-05 DOI: 10.3390/mti8060048
P. Ruiu, Michele Nitti, Virginia Pilloni, M. Cadoni, Enrico Grosso, M. Fadda
Driven by technological advances in various fields (AI, 5G, VR, IoT, etc.) together with the emergence of digital twins technologies (HDT, HAL, BIM, etc.), the Metaverse has attracted growing attention from scientific and industrial communities. This interest is due to its potential impact on people lives in different sectors such as education or medicine. Specific solutions can also increase inclusiveness of people with disabilities that are an impediment to a fulfilled life. However, security and privacy concerns remain the main obstacles to its development. Particularly, the data involved in the Metaverse can be comprehensive with enough granularity to build a highly detailed digital copy of the real world, including a Human Digital Twin of a person. Existing security countermeasures are largely ineffective and lack adaptability to the specific needs of Metaverse applications. Furthermore, the virtual worlds in a large-scale Metaverse can be highly varied in terms of hardware implementation, communication interfaces, and software, which poses huge interoperability difficulties. This paper aims to analyse the risks and opportunities associated with adopting digital replicas of humans (HDTs) within the Metaverse and the challenges related to managing digital identities in this context. By examining the current technological landscape, we identify several open technological challenges that currently limit the adoption of HDTs and the Metaverse. Additionally, this paper explores a range of promising technologies and methodologies to assess their suitability within the Metaverse context. Finally, two example scenarios are presented in the Medical and Education fields.
在各领域技术进步(人工智能、5G、VR、物联网等)以及数字孪生技术(HDT、HAL、BIM 等)出现的推动下,元宇宙吸引了科学界和工业界越来越多的关注。人们之所以对其感兴趣,是因为它可能对教育或医疗等不同领域的人们的生活产生影响。具体的解决方案还可以提高对残疾人的包容性,因为他们的残疾阻碍了他们的充实生活。然而,安全和隐私问题仍然是其发展的主要障碍。特别是,元宇宙所涉及的数据可能非常全面,其粒度足以建立一个高度详细的现实世界数字副本,包括一个人的人类数字孪生体。现有的安全对策大多无效,而且无法适应元宇宙应用的特殊需要。此外,大规模元宇宙中的虚拟世界在硬件实现、通信接口和软件方面可能千差万别,这给互操作性带来了巨大困难。本文旨在分析在元宇宙中采用人类数字复制品(HDT)的相关风险和机遇,以及在此背景下与数字身份管理相关的挑战。通过研究当前的技术状况,我们发现了目前限制 HDT 和 Metaverse 应用的几项公开技术挑战。此外,本文还探讨了一系列有前途的技术和方法,以评估它们在元宇宙中的适用性。最后,本文介绍了医疗和教育领域的两个示例方案。
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引用次数: 0
Exploring Human Emotions: A Virtual Reality-Based Experimental Approach Integrating Physiological and Facial Analysis 探索人类情感:基于虚拟现实的实验方法,结合生理学和面部分析
Pub Date : 2024-06-04 DOI: 10.3390/mti8060047
Leire Bastida, S. Sillaurren, E. Loizaga, Eneko Tomé, Ana Moya
This paper researches the classification of human emotions in a virtual reality (VR) context by analysing psychophysiological signals and facial expressions. Key objectives include exploring emotion categorisation models, identifying critical human signals for assessing emotions, and evaluating the accuracy of these signals in VR environments. A systematic literature review was performed through peer-reviewed articles, forming the basis for our methodologies. The integration of various emotion classifiers employs a ‘late fusion’ technique due to varying accuracies among classifiers. Notably, facial expression analysis faces challenges from VR equipment occluding crucial facial regions like the eyes, which significantly impacts emotion recognition accuracy. A weighted averaging system prioritises the psychophysiological classifier over the facial recognition classifiers due to its higher accuracy. Findings suggest that while combined techniques are promising, they struggle with mixed emotional states as well as with fear and trust emotions. The research underscores the potential and limitations of current technologies, recommending enhanced algorithms for effective interpretation of complex emotional expressions in VR. The study provides a groundwork for future advancements, aiming to refine emotion recognition systems through systematic data collection and algorithm optimisation.
本文通过分析心理生理信号和面部表情,研究虚拟现实(VR)环境中的人类情绪分类。主要目标包括探索情绪分类模型,确定评估情绪的关键人类信号,以及评估这些信号在 VR 环境中的准确性。我们通过同行评议文章进行了系统的文献综述,为我们的方法奠定了基础。由于各种情绪分类器的准确性各不相同,因此在整合各种情绪分类器时采用了 "后期融合 "技术。值得注意的是,面部表情分析面临着 VR 设备遮挡眼睛等面部关键区域的挑战,这严重影响了情绪识别的准确性。加权平均系统优先考虑心理生理分类器,而不是面部识别分类器,因为心理生理分类器的准确率更高。研究结果表明,虽然组合技术很有前途,但它们在混合情绪状态以及恐惧和信任情绪方面仍有困难。研究强调了当前技术的潜力和局限性,建议采用增强型算法来有效解释 VR 中的复杂情绪表达。这项研究为未来的进步奠定了基础,旨在通过系统的数据收集和算法优化来完善情绪识别系统。
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引用次数: 0
Sound of the Police—Virtual Reality Training for Police Communication for High-Stress Operations 警察之声--高压力行动中的警务沟通虚拟现实培训
Pub Date : 2024-06-04 DOI: 10.3390/mti8060046
Markus Murtinger, Jakob Carl Uhl, Lisa Maria Atzmüller, Georg Regal, Michael Roither
Police communication is a field with unique challenges and specific requirements. Police officers depend on effective communication, particularly in high-stress operations, but current training methods are not focused on communication and provide only limited evaluation methods. This work explores the potential of virtual reality (VR) for enhancing police communication training. The rise of VR training, especially in specific application areas like policing, provides benefits. We conducted a field study during police training to assess VR approaches for training communication. The results show that VR is suitable for communication training if factors such as realism, reflection and repetition are given in the VR system. Trainer feedback shows that assistive systems for evaluation and visualization of communication are highly needed. We present ideas and approaches for evaluation in communication training and concepts for visualization and exploration of the data. This research contributes to improving VR police training and has implications for communication training in VR in challenging contexts.
警务沟通是一个具有独特挑战和具体要求的领域。警务人员依赖于有效的沟通,尤其是在高压力行动中,但目前的培训方法并不注重沟通,只提供了有限的评估方法。这项工作探讨了虚拟现实(VR)在加强警务沟通培训方面的潜力。VR 培训的兴起,尤其是在警务等特定应用领域的兴起,带来了诸多益处。我们在警察培训期间开展了一项实地研究,以评估 VR 用于培训交流的方法。研究结果表明,如果在 VR 系统中加入真实感、反思和重复等因素,那么 VR 就适用于交流培训。培训师的反馈表明,非常需要用于评估和可视化交流的辅助系统。我们提出了在交流培训中进行评估的想法和方法,以及数据可视化和探索的概念。这项研究有助于改进 VR 警察培训,并对在具有挑战性的环境中开展 VR 交流培训具有重要意义。
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引用次数: 0
User-Centered Evaluation Framework to Support the Interaction Design for Augmented Reality Applications 支持增强现实应用交互设计的用户中心评估框架
Pub Date : 2024-05-14 DOI: 10.3390/mti8050041
Andrea Picardi, Giandomenico Caruso
The advancement of Augmented Reality (AR) technology has been remarkable, enabling the augmentation of user perception with timely information. This progress holds great promise in the field of interaction design. However, the mere advancement of technology is not enough to ensure widespread adoption. The user dimension has been somewhat overlooked in AR research due to a lack of attention to user motivations, needs, usability, and perceived value. The critical aspects of AR technology tend to be overshadowed by the technology itself. To ensure appropriate future assessments, it is necessary to thoroughly examine and categorize all the methods used for AR technology validation. By identifying and classifying these evaluation methods, researchers and practitioners will be better equipped to develop and validate new AR techniques and applications. Therefore, comprehensive and systematic evaluations are critical to the advancement and sustainability of AR technology. This paper presents a theoretical framework derived from a cluster analysis of the most efficient evaluation methods for AR extracted from 399 papers. Evaluation methods were clustered according to the application domains and the human–computer interaction aspects to be investigated. This framework should facilitate rapid development cycles prioritizing user requirements, ultimately leading to groundbreaking interaction methods accessible to a broader audience beyond research and development centers.
增强现实(AR)技术的发展令人瞩目,它能够通过及时的信息增强用户的感知。这一进步为交互设计领域带来了巨大希望。然而,仅仅技术进步还不足以确保广泛应用。由于缺乏对用户动机、需求、可用性和感知价值的关注,AR 研究在某种程度上忽视了用户层面。AR 技术的关键方面往往被技术本身所掩盖。为了确保未来进行适当的评估,有必要对用于 AR 技术验证的所有方法进行彻底检查和分类。通过对这些评估方法进行识别和分类,研究人员和从业人员将能更好地开发和验证新的 AR 技术和应用。因此,全面而系统的评估对于增强现实技术的发展和可持续性至关重要。本文介绍了从 399 篇论文中提取的最有效的 AR 评估方法聚类分析得出的理论框架。评估方法根据应用领域和需要研究的人机交互方面进行了分组。该框架应有助于快速开发周期,优先考虑用户需求,最终产生突破性的交互方法,供研发中心以外的更广泛受众使用。
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引用次数: 0
Design and Validation of a Computational Thinking Test for Children in the First Grades of Elementary Education 小学一年级儿童计算思维测试的设计与验证
Pub Date : 2024-05-09 DOI: 10.3390/mti8050039
Jorge Hernán Aristizábal Zapata, Julián Esteban Gutiérrez Posada, P. Diago
Computational thinking (CT) has garnered significant interest in both computer science and education sciences as it delineates a set of skills that emerge during the problem-solving process. Consequently, numerous assessment instruments aimed at measuring CT have been developed in the recent years. However, a scarce part of the existing CT measurement instruments has been dedicated to early school ages, and few have undergone rigorous validation or reliability testing. Therefore, this work introduces a new instrument for measuring CT in the early grades of elementary education: the Computational Thinking Test for Children (CTTC). To this end, in this work, we provide the design and validation of the CTTC, which is constructed around spatial, sequential, and logical thinking and encompasses abstraction, decomposition, pattern recognition, and coding items organized in five question blocks. The validation and standardization process employs the Kuder–Richardson statistic (KR-20) and expert judgment using V-Aiken for consistency. Additionally, item difficulty indices were utilized to gauge the difficulty level of each question in the CTTC. The study concludes that the CTTC demonstrates consistency and suitability for children in the first cycle of primary education (encompassing the first to third grades).
计算思维(CT)在计算机科学和教育科学领域都引起了极大的兴趣,因为它描述了在解决问题过程中出现的一系列技能。因此,近年来开发了许多旨在测量计算思维的评估工具。然而,在现有的 CT 测量工具中,很少一部分是专门针对学龄前儿童的,也很少有经过严格验证或可靠性测试的工具。因此,本研究引入了一种用于测量小学低年级计算思维的新工具:儿童计算思维测试(CTTC)。为此,我们在本研究中提供了 CTTC 的设计和验证。CTTC 围绕空间、顺序和逻辑思维构建,包含抽象、分解、模式识别和编码项目,由五个题块组成。验证和标准化过程采用了库德-理查德森统计法(Kuder-Richardson statistic,KR-20)和专家判断法(V-Aiken),以确保一致性。此外,还采用了项目难度指数来衡量 CTTC 中每个问题的难度水平。研究得出结论,CTTC 具有一致性,适合小学教育第一阶段(包括一至三年级)的儿童。
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引用次数: 0
Multimodal Embodiment Research of Oral Music Traditions: Electromyography in Oud Performance and Education Research of Persian Art Music 口头音乐传统的多模态体现研究:乌德琴演奏中的肌电图和波斯艺术音乐教育研究
Pub Date : 2024-05-07 DOI: 10.3390/mti8050037
Stella Paschalidou
With the recent advent of research focusing on the body’s significance in music, the integration of physiological sensors in the context of empirical methodologies for music has also gained momentum. Given the recognition of covert muscular activity as a strong indicator of musical intentionality and the previously ascertained link between physical effort and various musical aspects, electromyography (EMG)—signals representing muscle activity—has also experienced a noticeable surge. While EMG technologies appear to hold good promise for sensing, capturing, and interpreting the dynamic properties of movement in music, which are considered innately linked to artistic expressive power, they also come with certain challenges, misconceptions, and predispositions. The paper engages in a critical examination regarding the utilisation of muscle force values from EMG sensors as indicators of physical effort and musical activity, particularly focusing on (the intuitively expected link to) sound levels. For this, it resides upon empirical work, namely practical insights drawn from a case study of music performance (Persian instrumental music) in the context of a music class. The findings indicate that muscle force can be explained by a small set of (six) statistically significant acoustic and movement features, the latter captured by a state-of-the-art (full-body inertial) motion capture system. However, no straightforward link to sound levels is evident.
随着近年来对身体在音乐中的意义的研究的出现,将生理传感器与音乐实证方法相结合的研究也获得了发展势头。由于人们认识到隐蔽的肌肉活动是音乐意向性的一个有力指标,而且先前已确定体力与音乐各方面之间的联系,肌电图(EMG)--代表肌肉活动的信号--也经历了明显的激增。虽然 EMG 技术在感知、捕捉和解释音乐中的运动动态特性方面似乎大有可为,这些特性被认为与艺术表现力有着天生的联系,但它们也伴随着某些挑战、误解和偏见。本文对利用肌电图传感器的肌力值作为体力和音乐活动的指标进行了批判性研究,尤其侧重于(直观预期与)声音水平的联系。为此,文章以实证工作为基础,即在音乐课上对音乐表演(波斯器乐)进行案例研究后得出的实际见解。研究结果表明,肌肉力量可以通过一小组(六个)具有统计意义的声音和动作特征来解释,后者由最先进的(全身惯性)动作捕捉系统捕捉。但是,与声级之间没有明显的直接联系。
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引用次数: 0
A Narrative Review of the Sociotechnical Landscape and Potential of Computer-Assisted Dynamic Assessment for Children with Communication Support Needs 针对有交流支持需求儿童的计算机辅助动态评估的社会技术前景和潜力的叙述性回顾
Pub Date : 2024-05-07 DOI: 10.3390/mti8050038
Christopher S. Norrie, Stijn R. J. M. Deckers, Maartje Radstaake, Hans van Balkom
This paper presents a narrative review of the current practices in assessing learners’ cognitive abilities and the limitations of traditional intelligence tests in capturing a comprehensive understanding of a child’s learning potential. Referencing prior research, it explores the concept of dynamic assessment (DA) as a promising yet underutilised alternative that focuses on a child’s responsiveness to learning opportunities. The paper highlights the potential of novel technologies, in particular tangible user interfaces (TUIs), in integrating computational science with DA to improve the access and accuracy of assessment results, especially for children with communication support needs (CSN), as a catalyst for abetting critical communicative competencies. However, existing research in this area has mainly focused on the automated mediation of DA, neglecting the human element that is crucial for effective solutions in special education. A framework is proposed to address these issues, combining pedagogical and sociocultural elements alongside adaptive information technology solutions in an assessment system informed by user-centred design principles to fully support teachers/facilitators and learners with CSN within the special education ecosystem.
本文对当前评估学习者认知能力的做法以及传统智力测验在全面了解儿童学习潜能方面的局限性进行了叙述性回顾。在参考先前研究的基础上,本文探讨了动态评估(DA)的概念,认为它是一种很有前途但却未得到充分利用的替代方法,其重点是儿童对学习机会的反应能力。论文强调了新技术的潜力,尤其是有形用户界面(TUIs),它将计算科学与动态评估相结合,提高了评估结果的可及性和准确性,特别是对有交流支持需求(CSN)的儿童而言,是培养关键交流能力的催化剂。然而,该领域的现有研究主要集中在对数据分析的自动调解上,忽视了对特殊教育有效解决方案至关重要的人的因素。为解决这些问题,我们提出了一个框架,将教学和社会文化元素与自适应信息技术解决方案结合在一起,在评估系统中遵循以用户为中心的设计原则,为特殊教育生态系统中的教师/辅导员和学习者提供全面的 CSN 支持。
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引用次数: 0
Saliency-Guided Point Cloud Compression for 3D Live Reconstruction 显著性引导的点云压缩用于三维实时重建
Pub Date : 2024-05-03 DOI: 10.3390/mti8050036
P. Ruiu, Lorenzo Mascia, Enrico Grosso
3D modeling and reconstruction are critical to creating immersive XR experiences, providing realistic virtual environments, objects, and interactions that increase user engagement and enable new forms of content manipulation. Today, 3D data can be easily captured using off-the-shelf, specialized headsets; very often, these tools provide real-time, albeit low-resolution, integration of continuously captured depth maps. This approach is generally suitable for basic AR and MR applications, where users can easily direct their attention to points of interest and benefit from a fully user-centric perspective. However, it proves to be less effective in more complex scenarios such as multi-user telepresence or telerobotics, where real-time transmission of local surroundings to remote users is essential. Two primary questions emerge: (i) what strategies are available for achieving real-time 3D reconstruction in such systems? and (ii) how can the effectiveness of real-time 3D reconstruction methods be assessed? This paper explores various approaches to the challenge of live 3D reconstruction from typical point cloud data. It first introduces some common data flow patterns that characterize virtual reality applications and shows that achieving high-speed data transmission and efficient data compression is critical to maintaining visual continuity and ensuring a satisfactory user experience. The paper thus introduces the concept of saliency-driven compression/reconstruction and compares it with alternative state-of-the-art approaches.
三维建模和重建对于创造身临其境的 XR 体验至关重要,它们可以提供逼真的虚拟环境、物体和交互,从而提高用户参与度,并实现新形式的内容操作。如今,使用现成的专用头戴式设备可以轻松捕获三维数据;通常,这些工具可以实时整合连续捕获的深度图,尽管分辨率较低。这种方法通常适用于基本的 AR 和 MR 应用,用户可以轻松地将注意力引向感兴趣的点,并从完全以用户为中心的视角中获益。然而,在多用户远程呈现或远程机器人等更复杂的应用场景中,这种方法就显得不那么有效了,因为在这些应用场景中,必须向远程用户实时传输本地环境信息。由此产生了两个主要问题:(i) 在此类系统中实现实时三维重建有哪些策略? (ii) 如何评估实时三维重建方法的有效性?本文探讨了应对典型点云数据实时三维重建挑战的各种方法。它首先介绍了虚拟现实应用中一些常见的数据流模式,并说明实现高速数据传输和高效数据压缩对于保持视觉连续性和确保令人满意的用户体验至关重要。因此,本文介绍了显著性驱动压缩/重建的概念,并将其与其他最先进的方法进行了比较。
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引用次数: 0
Into the Rhythm: Evaluating Breathing Instruction Sound Experiences on the Run with Novice Female Runners 融入节奏:评估新手女选手跑步时的呼吸指导声音体验
Pub Date : 2024-03-22 DOI: 10.3390/mti8040025
Vincent van Rheden, Eric Harbour, Thomas Finkenzeller, Alexander Meschtscherjakov
Running is a popular sport throughout the world. Breathing strategies like stable breathing and slow breathing can positively influence the runner’s physiological and psychological experiences. Sonic breathing instructions are an established, unobtrusive method used in contexts such as exercise and meditation. We argue sound to be a viable approach for administering breathing strategies whilst running. This paper describes two laboratory studies using within-subject designs that investigated the usage of sonic breathing instructions with novice female runners. The first study (N = 11) examined the effect of information richness of five different breathing instruction sounds on adherence and user experience. The second study (N = 11) explored adherence and user experience of sonically more enriched sounds, and aimed to increase the sonic experience. Results showed that all sounds were effective in stabilizing the breathing rate (study 1 and 2, respectively: mean absolute percentage error = 1.16 ± 1.05% and 1.9 ± 0.11%, percent time attached = 86.81 ± 9.71% and 86.18 ± 11.96%). Information-rich sounds were subjectively more effective compared to information-poor sounds (mean ratings: 7.55 ± 1.86 and 5.36 ± 2.42, respectively). All sounds scored low (mean < 5/10) on intention to use.
跑步是一项风靡全球的运动。稳定呼吸和慢速呼吸等呼吸策略可以对跑步者的生理和心理体验产生积极影响。声波呼吸指导是一种成熟的、不显眼的方法,可用于运动和冥想等场合。我们认为声音是在跑步时实施呼吸策略的一种可行方法。本文介绍了两项实验室研究,采用被试内部设计,调查了声波呼吸指导在女性跑步新手中的使用情况。第一项研究(N = 11)考察了五种不同呼吸指导声音的信息丰富程度对坚持和用户体验的影响。第二项研究(N = 11)探讨了声波更丰富的声音的依从性和用户体验,旨在增加声波体验。结果显示,所有声音都能有效稳定呼吸频率(研究 1 和研究 2 分别为:平均绝对百分比误差 = 1.16 ± 1.05% 和 1.9 ± 0.11%,附加时间百分比 = 86.81 ± 9.71% 和 86.18 ± 11.96%)。主观上,信息丰富的声音比信息贫乏的声音更有效(平均评分分别为 7.55 ± 1.86 和 5.36 ± 2.42)。所有声音的使用意向得分都很低(平均< 5/10)。
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引用次数: 0
期刊
Multimodal Technologies and Interaction
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