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A Wearable Bidirectional Human–Machine Interface: Merging Motion Capture and Vibrotactile Feedback in a Wireless Bracelet 可穿戴双向人机界面:在无线手镯中融合运动捕捉和振动反馈功能
IF 2.5 Q2 Computer Science Pub Date : 2024-05-23 DOI: 10.3390/mti8060044
Julian Kindel, Daniel Andreas, Zhongshi Hou, Anany Dwivedi, Philipp Beckerle
Humans interact with the environment through a variety of senses. Touch in particular contributes to a sense of presence, enhancing perceptual experiences, and establishing causal relations between events. Many human–machine interfaces only allow for one-way communication, which does not do justice to the complexity of the interaction. To address this, we developed a bidirectional human–machine interface featuring a bracelet equipped with linear resonant actuators, controlled via a Robot Operating System (ROS) program, to simulate haptic feedback. Further, the wireless interface includes a motion sensor and a sensor to quantify the tightness of the bracelet. Our functional experiments, which compared stimulation with three and five intensity levels, respectively, were performed by four healthy participants in their twenties and thirties. The participants achieved an average accuracy of 88% estimating three vibration intensity levels. While the estimation accuracy for five intensity levels was only 67%, the results indicated a good performance in perceiving relative vibration changes with an accuracy of 82%. The proposed haptic feedback bracelet will facilitate research investigating the benefits of bidirectional human–machine interfaces and the perception of vibrotactile feedback in general by closing the gap for a versatile device that can provide high-density user feedback in combination with sensors for intent detection.
人类通过各种感官与环境互动。触觉尤其有助于产生存在感,增强感知体验,并在事件之间建立因果关系。许多人机交互界面只能进行单向交流,无法充分体现交互的复杂性。为了解决这个问题,我们开发了一种双向人机界面,其特点是配备了线性谐振致动器的手环,通过机器人操作系统(ROS)程序进行控制,以模拟触觉反馈。此外,无线界面还包括一个运动传感器和一个用于量化手环松紧度的传感器。我们的功能实验分别比较了三种和五种强度级别的刺激,由四名二三十岁的健康参与者进行。参与者对三种振动强度的估计平均准确率为 88%。虽然对五级振动强度的估计准确率仅为 67%,但结果表明他们在感知相对振动变化方面表现出色,准确率达到 82%。所提议的触觉反馈手环将有助于研究双向人机界面的好处以及对振动反馈的总体感知,填补了多功能设备的空白,该设备可提供高密度的用户反馈,并结合传感器进行意图检测。
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引用次数: 0
Exploring the Role of User Experience and Interface Design Communication in Augmented Reality for Education 探索用户体验和界面设计交流在增强现实教育中的作用
IF 2.5 Q2 Computer Science Pub Date : 2024-05-22 DOI: 10.3390/mti8060043
Matina Kiourexidou, A. Kanavos, Maria I. Klouvidaki, Nikos Antonopoulos
Augmented Reality (AR) enhances learning by integrating interactive and immersive elements that bring content to life, thus increasing motivation and improving retention. AR also supports personalized learning, allowing learners to interact with content at their own pace and according to their preferred learning styles. This adaptability not only promotes self-directed learning but also empowers learners to take charge of their educational journey. Effective interface design is crucial for these AR applications, requiring careful integration of user interactions and visual cues to blend AR elements seamlessly with reality. This paper explores the impact of AR on user experience within educational settings, examining engagement, motivation, and learning outcomes to determine how AR can enhance the educational experience. Additionally, it addresses design considerations and challenges in developing AR user interfaces, drawing on current research and best practices to propose effective and adaptable solutions for educational AR applications. As AR technology evolves, its potential to transform educational experiences continues to grow, promising significant advancements in how users interact with, personalize, and immerse themselves in learning content.
增强现实(Augmented Reality,AR)通过整合互动和身临其境的元素,使学习内容栩栩如生,从而增强学习动力,提高学习效果。AR 还支持个性化学习,允许学习者按照自己的节奏和偏好的学习方式与内容互动。这种适应性不仅能促进自主学习,还能让学习者掌控自己的教育旅程。有效的界面设计对于这些 AR 应用程序至关重要,它需要精心整合用户交互和视觉提示,以便将 AR 元素与现实完美融合。本文探讨了 AR 在教育环境中对用户体验的影响,研究了参与度、学习动机和学习成果,以确定 AR 如何增强教育体验。此外,本文还探讨了开发 AR 用户界面时的设计考虑因素和挑战,并借鉴当前的研究和最佳实践,为教育领域的 AR 应用提出了有效且适应性强的解决方案。随着 AR 技术的发展,其改变教育体验的潜力不断增长,有望在用户与学习内容的交互、个性化和沉浸式学习方面取得重大进展。
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引用次数: 0
Recall of Odorous Objects in Virtual Reality 在虚拟现实中回忆气味物体
IF 2.5 Q2 Computer Science Pub Date : 2024-05-21 DOI: 10.3390/mti8060042
Jussi Rantala, Katri Salminen, Poika Isokoski, Ville Nieminen, Markus Karjalainen, Jari Väliaho, Philipp Müller, A. Kontunen, P. Kallio, Veikko Surakka
The aim was to investigate how the congruence of odors and visual objects in virtual reality (VR) affects later memory recall of the objects. Participants (N = 30) interacted with 12 objects in VR. The interaction was varied by odor congruency (i.e., the odor matched the object’s visual appearance, the odor did not match the object’s visual appearance, or the object had no odor); odor quality (i.e., an authentic or a synthetic odor); and interaction type (i.e., participants could look and manipulate or could only look at objects). After interacting with the 12 objects, incidental memory performance was measured with a free recall task. In addition, the participants rated the pleasantness and arousal of the interaction with each object. The results showed that the participants remembered significantly more objects with congruent odors than objects with incongruent odors or odorless objects. Furthermore, interaction with congruent objects was rated significantly more pleasant and relaxed than interaction with incongruent objects. Odor quality and interaction type did not have significant effects on recall or emotional ratings. These results can be utilized in the development of multisensory VR applications.
该研究旨在探讨虚拟现实(VR)中气味和视觉对象的一致性如何影响日后对对象的记忆回忆。参与者(N = 30)在 VR 中与 12 个物体进行了互动。互动方式因气味一致性(即气味与物体的视觉外观一致、气味与物体的视觉外观不一致或物体没有气味)、气味质量(即真实气味或合成气味)和互动类型(即参与者可以观察和操纵物体或只能观察物体)而有所不同。在与 12 个物体互动后,通过自由回忆任务测量了偶然记忆的表现。此外,参与者还对与每个物体互动时的愉悦度和唤醒度进行了评分。结果显示,与气味不协调的物体或无味物体相比,受试者对气味一致物体的记忆明显较多。此外,与气味一致的物体进行互动时,被试的愉快和放松程度明显高于与气味不一致的物体进行互动时。气味质量和互动类型对回忆或情绪评价没有显著影响。这些结果可用于开发多感官 VR 应用程序。
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引用次数: 0
Immersive Virtual Colonography Viewer for Colon Growths Diagnosis: Design and Think-Aloud Study 用于结肠增生诊断的沉浸式虚拟结肠造影查看器:设计与思考研究
IF 2.5 Q2 Computer Science Pub Date : 2024-05-13 DOI: 10.3390/mti8050040
J. Serras, Andrew Duchowski, I. Nobre, Catarina Moreira, Anderson Maciel, Joaquim A. Jorge
Desktop-based virtual colonoscopy is a proven and accurate process for identifying colon abnormalities. However, it is time-consuming. Faster, immersive interfaces for virtual colonoscopy are still incipient and need to be better understood. This article introduces a novel design that leverages VR paradigm components to enhance the efficiency and effectiveness of immersive analysis. Our approach contributes a novel tool highlighting unseen areas within the colon via eye-tracking, a flexible navigation approach, and a distinct interface for displaying scans blended with the reconstructed colon surface. The path to evaluating and validating such a tool for clinical settings is arduous. This article contributes a formative evaluation using think-aloud sessions with radiology experts and students. Questions related to colon coverage, diagnostic accuracy, and time to complete are analyzed with different user profiles. Although not aimed at quantitatively measuring performance, the experiment provides lessons learned to guide other researchers in the field.
基于桌面的虚拟结肠镜检查是一种行之有效的、准确的结肠异常鉴别方法。然而,这种方法非常耗时。用于虚拟结肠镜检查的更快、更身临其境的界面仍处于萌芽阶段,需要更好地理解。本文介绍了一种新颖的设计,它利用虚拟现实范例组件来提高沉浸式分析的效率和效果。我们的方法提供了一种新颖的工具,通过眼动跟踪、灵活的导航方法和独特的界面来显示与重建结肠表面相融合的扫描结果,从而突出显示结肠内未见的区域。在临床环境中评估和验证这种工具的过程非常艰辛。本文通过与放射科专家和学生进行思考讨论,对其进行了形成性评估。针对不同用户的情况,分析了与结肠覆盖率、诊断准确性和完成时间相关的问题。虽然该实验的目的不是定量测量性能,但它为该领域的其他研究人员提供了指导经验。
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引用次数: 0
How New Developers Approach Augmented Reality Development Using Simplified Creation Tools: An Observational Study 新开发人员如何使用简化的创建工具进行增强现实开发:观察研究
IF 2.5 Q2 Computer Science Pub Date : 2024-04-22 DOI: 10.3390/mti8040035
Narges Ashtari, Parmit K. Chilana
Software developers new to creating Augmented Reality (AR) experiences often gravitate towards simplified development environments, such as 3D game engines. While popular game engines such as Unity and Unreal have evolved to offer extensive support and functionalities for AR creation, many developers still find it difficult to realize their immersive development projects. We ran an observational study with 12 software developers to assess how they approach the initial AR creation processes using a simplified development framework, the information resources they seek, and how their learning experience compares to the more mainstream 2D development. We observed that developers often started by looking for code examples rather than breaking down complex problems, leading to challenges in visualizing the AR experience. They encountered vocabulary issues and found trial-and-error methods ineffective due to a lack of familiarity with 3D environments, physics, and motion. These observations highlight the distinct needs of emerging AR developers and suggest that conventional code reuse strategies in mainstream development may be less effective in AR. We discuss the importance of developing more intuitive training and learning methods to foster diversity in developing interactive systems and support self-taught learners.
刚开始创建增强现实(AR)体验的软件开发人员往往倾向于使用简化的开发环境,如 3D 游戏引擎。虽然 Unity 和虚幻等流行的游戏引擎已经为 AR 创作提供了广泛的支持和功能,但许多开发人员仍然发现很难实现他们的沉浸式开发项目。我们对 12 名软件开发人员进行了一项观察研究,以评估他们如何使用简化的开发框架来处理最初的 AR 创建流程、他们所寻求的信息资源以及他们的学习体验与更主流的 2D 开发相比有何不同。我们观察到,开发人员往往从寻找代码示例开始,而不是分解复杂的问题,这导致他们在可视化 AR 体验方面面临挑战。由于不熟悉三维环境、物理和运动,他们遇到了词汇问题,并发现试错法效果不佳。这些观察结果凸显了新兴 AR 开发人员的独特需求,并表明主流开发中的传统代码重用策略在 AR 中可能不太有效。我们讨论了开发更直观的培训和学习方法的重要性,以促进交互系统开发的多样性,并为自学人员提供支持。
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引用次数: 0
EEG, Pupil Dilations, and Other Physiological Measures of Working Memory Load in the Sternberg Task 斯特恩伯格任务中工作记忆负荷的脑电图、瞳孔放大和其他生理指标
IF 2.5 Q2 Computer Science Pub Date : 2024-04-19 DOI: 10.3390/mti8040034
M. Ahmadi, Samantha W. Michalka, Marzieh Ahmadi Najafabadi, Burkhard C. Wünsche, M. Billinghurst
Recent evidence shows that physiological cues, such as pupil dilation (PD), heart rate (HR), skin conductivity (SC), and electroencephalography (EEG), can indicate cognitive load (CL) in users while performing tasks. This paper aims to investigate physiological (multimodal) measurement of CL in a Sternberg memory task as the difficulty level increases in both maintenance and probe phases. For this purpose, we designed a Sternberg memory test with four levels of difficulty determined by the number of letters in the words that need to be remembered. Our behavioral performance results show that the CL of the task is related to the number of letters in non-semantic words, which confirms that this task serves as an appropriate metric of CL (the task difficulty increases as the number of letters in words increases). We were interested in investigating the suitability of multimodal physiological measures as correlates of four CL levels for both the maintenance and probe phases in the Sternberg memory task. Our motivation was to: (1) design and create four levels of task difficulty with a gradual increase in CL rather than just high and low CL, (2) use the Sternberg test as our test bed, (3) explore both the maintenance and probe phases for measurement of CL, and (4) explore the correlation of physiological cues (PD, HR, SC, EEG) with CL in both phases. Testing with the system, we found that for both the maintenance and probe phases, there was a significant positive linear relationship between average baseline corrected PD and CL. We also observed that the average baseline corrected SC showed significant increases as the number of letters in the words increased for both the maintenance and probe phases. However, the HR analysis did not show any correlation with an increase in CL in either of the maintenance or probe phases. An additional analysis was conducted to investigate the correlation of these physiological signals for high (seven-letter words) versus low (four-letter words) CL loads. Our EEG analysis for the maintenance phase found significant positive linear relationships between the power spectral density (PSD) and CL for the upper alpha bands in the centrotemporal, frontal, and occipitoparietal regions of the brain and significant positive linear relationships between the PSD and CL for the lower alpha band in the frontal and occipitoparietal regions. However, our EEG analysis of the probe phase did not show any linear relationship between the PSD and CL in any region. These results suggest that PD, SC, and EEG could be used as suitable metrics for the measurement of cognitive load in Sternberg memory tasks. We discuss this, limitations of the study, and directions for future work.
最近的证据表明,生理线索,如瞳孔放大(PD)、心率(HR)、皮肤电导率(SC)和脑电图(EEG),可以显示使用者在执行任务时的认知负荷(CL)。本文旨在研究在斯腾伯格记忆任务中,随着维持和探究阶段难度的增加,对认知负荷(CL)的生理(多模态)测量。为此,我们设计了一个斯腾伯格记忆测试,该测试有四个难度级别,由需要记忆的单词中的字母数量决定。我们的行为表现结果表明,该任务的CL与非语义单词中的字母数量有关,这证实了该任务是衡量CL的合适指标(任务难度随着单词中字母数量的增加而增加)。我们有兴趣研究在 Sternberg 记忆任务的维持和探究阶段,多模态生理测量作为四种 CL 水平的相关指标是否合适。我们的动机是:(1) 设计并创建四级任务难度,使CL逐渐增加,而不仅仅是高CL和低CL;(2) 使用斯特恩伯格测试作为我们的测试平台;(3) 探索维持阶段和探究阶段的CL测量;(4) 探索生理线索(PD、HR、SC、EEG)与这两个阶段的CL的相关性。通过系统测试,我们发现在维持阶段和探测阶段,平均基线校正 PD 与 CL 之间都存在显著的正线性关系。我们还观察到,在维持阶段和探究阶段,随着单词中字母数量的增加,平均基线校正 SC 也有显著增加。然而,在维持阶段和探究阶段,HR 分析均未显示出与 CL 的增加有任何相关性。我们还进行了额外的分析,以研究这些生理信号在高 CL 负荷(七个字母的单词)和低 CL 负荷(四个字母的单词)时的相关性。我们对维持阶段的脑电图分析发现,大脑颞中叶、额叶和枕叶区的α波段上部的功率谱密度(PSD)与CL之间存在显著的正线性关系,额叶和枕叶区的α波段下部的功率谱密度(PSD)与CL之间也存在显著的正线性关系。然而,我们对探测阶段的脑电图分析并未显示任何区域的 PSD 与 CL 之间存在任何线性关系。这些结果表明,PD、SC 和 EEG 可以作为测量 Sternberg 记忆任务中认知负荷的合适指标。我们将讨论这一点、研究的局限性以及未来的工作方向。
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引用次数: 0
The Effect of Culture and Social-Cognitive Characteristics on App Preference and Willingness to Use a Fitness App 文化和社会认知特征对健身应用程序偏好和使用意愿的影响
IF 2.5 Q2 Computer Science Pub Date : 2024-04-17 DOI: 10.3390/mti8040033
Kiemute Oyibo, Julita Vassileva
Fitness apps are persuasive tools developed to motivate physical activity. Despite their popularity, there is little work on how social-cognitive characteristics such as culture, household size, physical activity level, perceived self-efficacy and social support influence users’ willingness to use them and preference (personal vs. social). Knowing these relationships can help developers tailor fitness apps to different socio-cultural groups. Hence, we conducted two studies to address the research gap. In the first study (n = 194) aimed at recruiting participants for the second study, we asked participants about their app preference (personal vs. social), physical activity level and key demographic variables. In the second study (n = 49), we asked participants about their social-cognitive beliefs about exercise and their willingness to use a fitness app (presented as a screenshot). The results of the first study showed that, in the collectivist group (Nigerians), people in large households were more likely to be active and use the social version of a fitness app than those in small households. However, in the individualist group (Canadians/Americans), neither the preference for the social or personal version of a fitness app nor the physical activity level depended on the household size. Moreover, in the second study, in the individualist model, perceived self-efficacy and perceived self-regulation have a significant total effect on willingness to use a fitness app. However, in the collectivist model, perceived social support and outcome expectation have a significant total effect on the target construct. Finally, we found that females in individualist cultures had higher overall social-cognitive beliefs about exercise than males in individualist cultures and females in collectivist cultures. The implications of the findings are discussed.
健身应用程序是为激励体育锻炼而开发的具有说服力的工具。尽管它们很受欢迎,但关于文化、家庭规模、体育锻炼水平、自我效能感和社会支持等社会认知特征如何影响用户的使用意愿和偏好(个人偏好与社会偏好)的研究却很少。了解这些关系有助于开发人员为不同的社会文化群体量身定制健身应用程序。因此,我们进行了两项研究来填补研究空白。第一项研究(n = 194)旨在为第二项研究招募参与者,我们询问了参与者对应用程序的偏好(个人偏好与社交偏好)、体育锻炼水平和主要人口统计学变量。在第二项研究(n = 49)中,我们询问了参与者对锻炼的社会认知信念以及使用健身应用程序的意愿(以截图形式展示)。第一项研究的结果显示,在集体主义群体(尼日利亚人)中,与小家庭相比,大家庭中的人更有可能积极锻炼和使用社交版健身应用程序。然而,在个人主义群体(加拿大人/美国人)中,对社交版或个人版健身应用程序的偏好以及体育锻炼水平都与家庭规模无关。此外,在第二项研究中,在个人主义模式中,感知自我效能和感知自我调节对使用健身应用程序的意愿有显著的总体影响。然而,在集体主义模型中,感知到的社会支持和结果期望对目标建构具有显著的总效应。最后,我们发现个人主义文化中的女性比个人主义文化中的男性和集体主义文化中的女性对锻炼有更高的整体社会认知信念。本文讨论了研究结果的意义。
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引用次数: 0
A Comparison of Parenting Strategies in a Digital Environment: A Systematic Literature Review 数字环境下的育儿策略比较:系统性文献综述
IF 2.5 Q2 Computer Science Pub Date : 2024-04-12 DOI: 10.3390/mti8040032
Leonarda Banić, T. Orehovački
In the modern digital landscape, parental involvement in shaping children’s internet usage has gained unprecedented importance. This research delves into the evolving trends of parental mediation concerning children’s internet activities. As the digital realm increasingly influences young lives, the role of parents in guiding and safeguarding their children’s online experiences becomes crucial. The study addresses key research questions to explore the strategies parents adopt, the content they restrict, the rules they establish, the potential exposure to inappropriate content, and the impact of parents’ computer literacy on their children’s internet safety. Additionally, the research includes a thematic question that broadens the analysis by incorporating insights from studies not directly answering the primary questions but contributing valuable context and understanding to the digital parenting arena. Building on this, the findings from a systematic literature review, conducted in accordance with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, highlight a shift towards more proactive parental involvement. Incorporating 49 studies from 11 databases, these findings reveal the current trends and methodologies in parental mediation. Active mediation strategies, which involve positive interactions and discussions about online content, are gaining recognition alongside the prevalent restrictive mediation approaches. Parents are proactively forbidding specific internet content, emphasizing safety and privacy concerns. Moreover, the emergence of parents’ computer literacy as a significant factor influencing their children’s online safety underlines the importance of digital proficiency. By shedding light on the contemporary landscape of parental mediation, this study contributes to a deeper understanding of how parents navigate their children’s internet experiences and the challenges they face in ensuring responsible and secure online engagement. The implications of these findings offer valuable insights for both practitioners and researchers, emphasizing the need for active parental involvement and the importance of enhancing parents’ digital proficiency. Despite limitations due to the language and methodological heterogeneity among the included studies, this research paves the way for future investigations into digital parenting practices.
在现代数字环境中,家长参与引导儿童使用互联网的重要性空前提高。本研究深入探讨了家长对儿童网络活动进行调解的演变趋势。随着数字领域对青少年生活的影响越来越大,父母在引导和保护子女上网体验方面的作用变得至关重要。本研究针对关键的研究问题,探讨了父母采取的策略、他们限制的内容、他们制定的规则、接触不良内容的可能性,以及父母的电脑知识对子女网络安全的影响。此外,本研究还包括一个专题问题,该问题通过纳入未直接回答主要问题但对数字育儿领域的背景和理解做出了宝贵贡献的研究成果,扩大了分析范围。在此基础上,根据《系统性综述和元分析首选报告项目》(PRISMA)指南进行的系统性文献综述的研究结果凸显了父母更积极主动参与的转变。这些研究结果纳入了 11 个数据库中的 49 项研究,揭示了当前家长调解的趋势和方法。积极的调解策略涉及积极的互动和对在线内容的讨论,与普遍的限制性调解方法相比,这种策略正得到越来越多的认可。家长主动禁止特定的网络内容,强调安全和隐私问题。此外,家长的电脑知识成为影响子女上网安全的一个重要因素,这凸显了数字能力的重要性。本研究揭示了当代家长调解的现状,有助于加深对家长如何引导子女上网体验以及他们在确保负责任、安全的上网过程中所面临挑战的理解。这些发现的意义为从业人员和研究人员提供了宝贵的见解,强调了家长积极参与的必要性和提高家长数字能力的重要性。尽管由于语言和方法上的差异,所纳入的研究存在局限性,但这项研究为今后调查数字养育实践铺平了道路。
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引用次数: 0
MirrorCampus: A Synchronous Hybrid Learning Environment That Supports Spatial Localization of Learners for Facilitating Discussion-Oriented Behaviors MirrorCampus:支持学习者空间定位以促进讨论行为的同步混合学习环境
IF 2.5 Q2 Computer Science Pub Date : 2024-04-11 DOI: 10.3390/mti8040031
Shota Sawada, Sunkyoung Kim, Masakazu Hirokawa, Kenji Suzuki
A growing number of higher-education institutions are implementing synchronous hybrid delivery, which provides both online and on-campus learners with simultaneous instruction, especially for facilitating discussions in Active Learning (AL) contexts. However, learners face difficulties in picking up social cues and gaining free access to speaking rights due to the geometrical misalignment of individuals mediated through screens. We assume that the cultivation of discussions is allowed by ensuring the spatial localization of learners similar to that in a physical space. This study aims to design a synchronous hybrid learning environment, called Mirror Campus (MC), suitable for the AL scenario that connects physical and cyberspaces by providing spatial localization of learners. We hypothesize that the MC promotes discussion-oriented behaviors, and eventually enhances applied skills for group tasks, related to discussion, creativity, decision-making, and interdependence. We conducted an experiment with five different groups, where four participants in each group were asked to discuss a given topic for fifteen minutes, and clarified that the occurrences of facing behaviors, intervening, and simultaneous utterances in the MC were significantly increased compared to a conventional video conferencing. In conclusion, this study demonstrated the significance of the spatial localization of learners to facilitate discussion-oriented behaviors such as facing and speech.
越来越多的高等教育机构正在实施同步混合教学,为在线学习者和校内学习者提供同步教学,特别是促进主动学习(AL)情境中的讨论。然而,由于通过屏幕介导的个体间的几何错位,学习者在捕捉社交线索和自由获得发言权方面面临困难。我们假设,通过确保学习者的空间定位与物理空间中的空间定位类似,可以培养讨论。本研究旨在设计一种同步混合学习环境,称为镜像校园(MC),它通过提供学习者的空间定位来连接物理空间和网络空间,适用于 AL 场景。我们假设,MC 可以促进以讨论为导向的行为,并最终提高小组任务中与讨论、创造性、决策和相互依存相关的应用技能。我们对五个不同的小组进行了实验,要求每个小组的四名参与者对一个给定的主题进行十五分钟的讨论,结果表明,与传统的视频会议相比,在 MC 中,面对面行为、插话和同时发言的发生率明显增加。总之,这项研究表明,学习者的空间定位对于促进面向讨论的行为(如面对面和发言)具有重要意义。
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引用次数: 0
A Two-Level Highlighting Technique Based on Gaze Direction to Improve Target Pointing and Selection on a Big Touch Screen 基于注视方向的两级高亮技术,用于改进大触摸屏上的目标指向和选择
IF 2.5 Q2 Computer Science Pub Date : 2024-04-10 DOI: 10.3390/mti8040029
Valéry Marcial Monthe, Thierry Duval
In this paper, we present an approach to improve pointing methods and target selection on tactile human–machine interfaces. This approach defines a two-level highlighting technique (TLH) based on the direction of gaze for target selection on a touch screen. The technique uses the orientation of the user’s head to approximate the direction of his gaze and uses this information to preselect the potential targets. An experimental system with a multimodal interface has been prototyped to assess the impact of TLH on target selection on a touch screen and compare its performance with that of traditional methods (mouse and touch). We conducted an experiment to assess the effectiveness of our proposition in terms of the rate of selection errors made and time for completion of the task. We also made a subjective estimation of ease of use, suitability for selection, confidence brought by the TLH, and contribution of TLH to improving the selection of targets. Statistical results show that the proposed TLH significantly reduces the selection error rate and the time to complete tasks.
在本文中,我们提出了一种在触觉人机界面上改进指向方法和目标选择的方法。这种方法定义了一种基于注视方向的两级高亮技术(TLH),用于在触摸屏上选择目标。该技术利用用户头部的方向来近似判断其注视方向,并利用这一信息来预选潜在目标。为了评估 TLH 对在触摸屏上选择目标的影响,并将其性能与传统方法(鼠标和触摸)进行比较,我们制作了一个具有多模态界面的实验系统原型。我们进行了一项实验,从选择错误率和完成任务所需的时间两方面来评估我们建议的有效性。我们还对 TLH 的易用性、适合选择的程度、TLH 带来的信心以及 TLH 对改进目标选择的贡献进行了主观评估。统计结果表明,建议的 TLH 能显著减少选择错误率和完成任务的时间。
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Multimodal Technologies and Interaction
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