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。
{"title":"Active Learning Strategies in Computer Science Education: A Systematic Review","authors":"Diana-Margarita Córdova-Esparza, J. Romero-González, Karen-Edith Córdova-Esparza, Juan R. Terven, Rocio-Edith López-Martínez","doi":"10.3390/mti8060050","DOIUrl":"https://doi.org/10.3390/mti8060050","url":null,"abstract":"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.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"72 9","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141348066","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}
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.
{"title":"Metaverse & Human Digital Twin: Digital Identity, Biometrics, and Privacy in the Future Virtual Worlds","authors":"P. Ruiu, Michele Nitti, Virginia Pilloni, M. Cadoni, Enrico Grosso, M. Fadda","doi":"10.3390/mti8060048","DOIUrl":"https://doi.org/10.3390/mti8060048","url":null,"abstract":"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.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"66 s95","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-06-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141382753","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}
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.
{"title":"Exploring Human Emotions: A Virtual Reality-Based Experimental Approach Integrating Physiological and Facial Analysis","authors":"Leire Bastida, S. Sillaurren, E. Loizaga, Eneko Tomé, Ana Moya","doi":"10.3390/mti8060047","DOIUrl":"https://doi.org/10.3390/mti8060047","url":null,"abstract":"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.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"7 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141267799","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}
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.
{"title":"Sound of the Police—Virtual Reality Training for Police Communication for High-Stress Operations","authors":"Markus Murtinger, Jakob Carl Uhl, Lisa Maria Atzmüller, Georg Regal, Michael Roither","doi":"10.3390/mti8060046","DOIUrl":"https://doi.org/10.3390/mti8060046","url":null,"abstract":"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.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"9 12","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141267347","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}
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。
{"title":"User-Centered Evaluation Framework to Support the Interaction Design for Augmented Reality Applications","authors":"Andrea Picardi, Giandomenico Caruso","doi":"10.3390/mti8050041","DOIUrl":"https://doi.org/10.3390/mti8050041","url":null,"abstract":"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.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"25 11","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-05-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140979527","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}
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).
{"title":"Design and Validation of a Computational Thinking Test for Children in the First Grades of Elementary Education","authors":"Jorge Hernán Aristizábal Zapata, Julián Esteban Gutiérrez Posada, P. Diago","doi":"10.3390/mti8050039","DOIUrl":"https://doi.org/10.3390/mti8050039","url":null,"abstract":"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).","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":" 16","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-05-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140996422","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}
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.
{"title":"Multimodal Embodiment Research of Oral Music Traditions: Electromyography in Oud Performance and Education Research of Persian Art Music","authors":"Stella Paschalidou","doi":"10.3390/mti8050037","DOIUrl":"https://doi.org/10.3390/mti8050037","url":null,"abstract":"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.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"7 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141004460","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}
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.
{"title":"A Narrative Review of the Sociotechnical Landscape and Potential of Computer-Assisted Dynamic Assessment for Children with Communication Support Needs","authors":"Christopher S. Norrie, Stijn R. J. M. Deckers, Maartje Radstaake, Hans van Balkom","doi":"10.3390/mti8050038","DOIUrl":"https://doi.org/10.3390/mti8050038","url":null,"abstract":"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.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"13 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141004868","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}
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。
{"title":"Saliency-Guided Point Cloud Compression for 3D Live Reconstruction","authors":"P. Ruiu, Lorenzo Mascia, Enrico Grosso","doi":"10.3390/mti8050036","DOIUrl":"https://doi.org/10.3390/mti8050036","url":null,"abstract":"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.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":"104 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141016212","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}
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.
{"title":"Into the Rhythm: Evaluating Breathing Instruction Sound Experiences on the Run with Novice Female Runners","authors":"Vincent van Rheden, Eric Harbour, Thomas Finkenzeller, Alexander Meschtscherjakov","doi":"10.3390/mti8040025","DOIUrl":"https://doi.org/10.3390/mti8040025","url":null,"abstract":"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.","PeriodicalId":508555,"journal":{"name":"Multimodal Technologies and Interaction","volume":" 32","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140215829","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}