Video vignettes are one form of virtualized vignettes that may build upon traditional text vignettes and enable research participants to see and experience a unique scenario that is better translated visually than through a written text. This study examined using video vignettes to study perceptions of leaders. Participants watched virtualized, video vignettes depicting a male leader expressing either a masculine, gender-conforming expression or a feminine, gender-nonconforming expression. Participants evaluated these leaders on measures of leadership likability and leadership effectiveness. Results demonstrated that the videos of the masculine male leader were perceived as more likable and more effective than the videos of the feminine male leader. This relationship was not moderated by gender-related expectations the participants had. This finding reveals that there is a prototypical expectation that male leaders who depicted masculine expressions are more likable and effective. Additionally, we also found that the participant’s individual ideologies of gender-related expectations and conformity expectations were related to the results in unique ways. When the participant believed an ideal leader should have higher versus lower feminine traits, those participants also rated both leaders more positively regardless of the type of gender expression that was depicted in the video vignettes. In contrast, participants with strong expectations that others should conform to gender norms in social situations generally rated both leaders more negatively, regardless of the gender expression in the video vignette. The results are discussed in detail and the benefits of using virtualized and video vignettes are discussed.
{"title":"Using Video Vignettes to Understand Perceptions of Leaders","authors":"Derek Moskowitz, Diana R. Sanchez, Brian Trinh","doi":"10.3390/mti7120110","DOIUrl":"https://doi.org/10.3390/mti7120110","url":null,"abstract":"Video vignettes are one form of virtualized vignettes that may build upon traditional text vignettes and enable research participants to see and experience a unique scenario that is better translated visually than through a written text. This study examined using video vignettes to study perceptions of leaders. Participants watched virtualized, video vignettes depicting a male leader expressing either a masculine, gender-conforming expression or a feminine, gender-nonconforming expression. Participants evaluated these leaders on measures of leadership likability and leadership effectiveness. Results demonstrated that the videos of the masculine male leader were perceived as more likable and more effective than the videos of the feminine male leader. This relationship was not moderated by gender-related expectations the participants had. This finding reveals that there is a prototypical expectation that male leaders who depicted masculine expressions are more likable and effective. Additionally, we also found that the participant’s individual ideologies of gender-related expectations and conformity expectations were related to the results in unique ways. When the participant believed an ideal leader should have higher versus lower feminine traits, those participants also rated both leaders more positively regardless of the type of gender expression that was depicted in the video vignettes. In contrast, participants with strong expectations that others should conform to gender norms in social situations generally rated both leaders more negatively, regardless of the gender expression in the video vignette. The results are discussed in detail and the benefits of using virtualized and video vignettes are discussed.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":null,"pages":null},"PeriodicalIF":2.5,"publicationDate":"2023-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139220179","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}
Several studies have researched how people can use the anonymity of the Internet to explore different aspects of their identity. There are many different platforms where one can create a “virtual self” by actively choosing how one presents themselves to others, and each one is designed with different characteristics depending on their purpose: from socialization to professional networking or even entertainment. Different studies have usually focused on specific platforms, but there is no one comparing how people construe their virtual self across different online environments. In this review, we aimed to synthesize research studies carried out about the construal of one’s identity within online platforms and how it can relate to different aspects of participants’ offline identity, such as their self-esteem or self-concept clarity. Data were gathered from 34 publications that researched this topic across different kinds of online platforms. We conducted a quality assessment and a narrative synthesis, reporting and comparing the main findings, as well as identifying possible gaps in the literature. Many studies have explored the idea of people creating either an idealized or accurate version of themselves when construing their online identities. Others have also contemplated the possibility of exploring identities that diverge from both the actual and the ideal self or even an actively negative one. The latter was studied more in the context of video games and other avatar-mediated worlds. We found that people with low self-esteem create a more idealized virtual identity rather than a virtual self that is similar to their offline self. Other variables such as the purpose for using the online platform or self-concept clarity also had a role in virtual self construal, although the latter was only studied in the context of social media.
{"title":"What Is the Psychological Role of the Virtual Self in Online Worlds? A Scoping Review","authors":"Adrià Gabarnet, Guillem Feixas, A. Montesano","doi":"10.3390/mti7120109","DOIUrl":"https://doi.org/10.3390/mti7120109","url":null,"abstract":"Several studies have researched how people can use the anonymity of the Internet to explore different aspects of their identity. There are many different platforms where one can create a “virtual self” by actively choosing how one presents themselves to others, and each one is designed with different characteristics depending on their purpose: from socialization to professional networking or even entertainment. Different studies have usually focused on specific platforms, but there is no one comparing how people construe their virtual self across different online environments. In this review, we aimed to synthesize research studies carried out about the construal of one’s identity within online platforms and how it can relate to different aspects of participants’ offline identity, such as their self-esteem or self-concept clarity. Data were gathered from 34 publications that researched this topic across different kinds of online platforms. We conducted a quality assessment and a narrative synthesis, reporting and comparing the main findings, as well as identifying possible gaps in the literature. Many studies have explored the idea of people creating either an idealized or accurate version of themselves when construing their online identities. Others have also contemplated the possibility of exploring identities that diverge from both the actual and the ideal self or even an actively negative one. The latter was studied more in the context of video games and other avatar-mediated worlds. We found that people with low self-esteem create a more idealized virtual identity rather than a virtual self that is similar to their offline self. Other variables such as the purpose for using the online platform or self-concept clarity also had a role in virtual self construal, although the latter was only studied in the context of social media.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":null,"pages":null},"PeriodicalIF":2.5,"publicationDate":"2023-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139248826","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}
Although many of our interactions with technology nowadays take place in public places (e.g., using a mobile phone in public transportation), research and design on Human-Computer Interaction (HCI) has paid little attention to how this kind of technology usage affects others present—and vice versa. To illustrate the perspective of the attendant, i.e., a person who is not interacting with technology themselves but co-experiencing it as listener or viewer, we developed the so-called Attendant Card Set (ACS). In two studies, an expert survey and a student workshop, we tested its practical applicability and usefulness. It showed not only that experts assess the cards positively, i.e., helpful, informative, and relevant, but also that the cards can be used with laypersons for perspective-taking, creative ideation, and discussions. Thus, analyzing and/or comparing the experience of different types with the help of the ACS provides a unique approach to the consideration of the attendant perspective in the research and development process. Limitations of the present research and opportunities for future tool applications are discussed. In addition to establishing this concept in HCI, we also see potential in the transferability to other areas and contexts such as the design of public space or non-technological products.
{"title":"The Attendant Card Set: A Research and Design Tool to Consider Perspectives of Attendants versus Users When Co-Experiencing Technology","authors":"Pia von Terzi, Sarah Diefenbach","doi":"10.3390/mti7110107","DOIUrl":"https://doi.org/10.3390/mti7110107","url":null,"abstract":"Although many of our interactions with technology nowadays take place in public places (e.g., using a mobile phone in public transportation), research and design on Human-Computer Interaction (HCI) has paid little attention to how this kind of technology usage affects others present—and vice versa. To illustrate the perspective of the attendant, i.e., a person who is not interacting with technology themselves but co-experiencing it as listener or viewer, we developed the so-called Attendant Card Set (ACS). In two studies, an expert survey and a student workshop, we tested its practical applicability and usefulness. It showed not only that experts assess the cards positively, i.e., helpful, informative, and relevant, but also that the cards can be used with laypersons for perspective-taking, creative ideation, and discussions. Thus, analyzing and/or comparing the experience of different types with the help of the ACS provides a unique approach to the consideration of the attendant perspective in the research and development process. Limitations of the present research and opportunities for future tool applications are discussed. In addition to establishing this concept in HCI, we also see potential in the transferability to other areas and contexts such as the design of public space or non-technological products.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":null,"pages":null},"PeriodicalIF":2.5,"publicationDate":"2023-11-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139262319","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}
Federico Morosi, N. Becattini, Giandomenico Caruso, G. Cascini
In recent years, research reached a very high level of development and validation of augmented prototyping systems in support of collaborative design activities. However, there is still great scepticism in companies when it comes to integrating these new technologies within a consolidated working model. Among others, the main barrier to overcome concerns the lack of understanding of the impact of AR systems on the key objectives of a business, such as improving its efficiency and revenue. For this reason, this paper aims to quantify these indicators by observing the technological impact not on a single design session but on an entire product development process, during which the aspects related to its integration are also considered. Thanks to the collaboration with a design agency, it was possible to compare parameters such as the lead time, number of iterations, person-hours and costs between two similar and realistic projects in which only one was supported by projection-based AR technology.
近年来,为支持协作设计活动而开发和验证增强原型系统的研究达到了很高的水平。然而,企业在将这些新技术整合到一个综合工作模式中时,仍然抱有很大的怀疑态度。其中,需要克服的主要障碍是对 AR 系统对企业关键目标(如提高效率和收入)的影响缺乏了解。因此,本文旨在通过观察技术对整个产品开发过程的影响,而不是对单一设计环节的影响,来量化这些指标。通过与一家设计机构合作,我们可以比较两个类似的现实项目之间的参数,如筹备时间、迭代次数、工时和成本,其中只有一个项目采用了基于投影的 AR 技术。
{"title":"Measuring the Impact of Augmented Prototyping Systems in Co-Design Activities","authors":"Federico Morosi, N. Becattini, Giandomenico Caruso, G. Cascini","doi":"10.3390/mti7110108","DOIUrl":"https://doi.org/10.3390/mti7110108","url":null,"abstract":"In recent years, research reached a very high level of development and validation of augmented prototyping systems in support of collaborative design activities. However, there is still great scepticism in companies when it comes to integrating these new technologies within a consolidated working model. Among others, the main barrier to overcome concerns the lack of understanding of the impact of AR systems on the key objectives of a business, such as improving its efficiency and revenue. For this reason, this paper aims to quantify these indicators by observing the technological impact not on a single design session but on an entire product development process, during which the aspects related to its integration are also considered. Thanks to the collaboration with a design agency, it was possible to compare parameters such as the lead time, number of iterations, person-hours and costs between two similar and realistic projects in which only one was supported by projection-based AR technology.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":null,"pages":null},"PeriodicalIF":2.5,"publicationDate":"2023-11-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139262282","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}
Interacting with virtual agents in immersive settings is becoming increasingly common thanks to the proliferation of dedicated media devices, such as consumer-grade virtual and augmented reality headsets. These technologies offer many advantages, e.g., in terms of presence and engagement, and can impact user behavior and attitudes toward virtual agents. Recognizing and understanding these effects is essential, especially in critical contexts involving the delegation of high-stake decisions to virtual agents. This article presents two experiments that explore users’ delegatory behavior toward virtual agents experienced via different media devices that vary in their technological immersion, i.e., a device’s technical capacity to deliver immersive experiences. The experiments’ results suggest that technological immersion is not a significant factor in users’ delegation decisions. Thus, for virtual agents designed to carry out critical tasks, developers may focus on other relevant factors, such as agents’ trustworthiness or performance.
{"title":"Technological Immersion and Delegation to Virtual Agents","authors":"Ningyuan Sun, Jean Botev","doi":"10.3390/mti7110106","DOIUrl":"https://doi.org/10.3390/mti7110106","url":null,"abstract":"Interacting with virtual agents in immersive settings is becoming increasingly common thanks to the proliferation of dedicated media devices, such as consumer-grade virtual and augmented reality headsets. These technologies offer many advantages, e.g., in terms of presence and engagement, and can impact user behavior and attitudes toward virtual agents. Recognizing and understanding these effects is essential, especially in critical contexts involving the delegation of high-stake decisions to virtual agents. This article presents two experiments that explore users’ delegatory behavior toward virtual agents experienced via different media devices that vary in their technological immersion, i.e., a device’s technical capacity to deliver immersive experiences. The experiments’ results suggest that technological immersion is not a significant factor in users’ delegation decisions. Thus, for virtual agents designed to carry out critical tasks, developers may focus on other relevant factors, such as agents’ trustworthiness or performance.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":null,"pages":null},"PeriodicalIF":2.5,"publicationDate":"2023-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139270009","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}
Tamara J. Skootsky, Diana R. Sanchez, Kentaro Kawasaki
The relationship between workplace communication and affective outcomes, specifically connectedness at work and affective organizational commitment, is one that warrants further investigation for practical usage in the increasingly multimodal workplace. This study considers the frequency of use across five communication modalities, that being face-to-face, email, phone calls, instant messaging, and video calls, in relation to affective outcomes, as well as their relationships with communication meaningfulness. Employed participants (n = 516) completed an online survey in which they self-reported weekly communication tendencies, experienced connectedness, and affective organizational commitment. The final sample consisted of participants across 20 different industries in the United States. The most respondents worked in Health Care and Social Assistance or Professional, Scientific, and Technical Services (15% each), followed closely by respondents from Educational Services or Finance and Insurance (13% each). Data collection took place in between October 2021 and January 2022. Generally, participants who reported more frequent communication at work reported higher levels of connectedness and higher affective organizational commitment. Employees who found their communication more meaningful (irrespective of frequency) felt the most emotionally connected. Unique benefits of different communication modalities, as well as implications for hybrid and remote organizations, are discussed.
{"title":"Feeling Connected: Technology-Mediated Communication and the Relationship between Modality and Affective Outcomes","authors":"Tamara J. Skootsky, Diana R. Sanchez, Kentaro Kawasaki","doi":"10.3390/mti7110105","DOIUrl":"https://doi.org/10.3390/mti7110105","url":null,"abstract":"The relationship between workplace communication and affective outcomes, specifically connectedness at work and affective organizational commitment, is one that warrants further investigation for practical usage in the increasingly multimodal workplace. This study considers the frequency of use across five communication modalities, that being face-to-face, email, phone calls, instant messaging, and video calls, in relation to affective outcomes, as well as their relationships with communication meaningfulness. Employed participants (n = 516) completed an online survey in which they self-reported weekly communication tendencies, experienced connectedness, and affective organizational commitment. The final sample consisted of participants across 20 different industries in the United States. The most respondents worked in Health Care and Social Assistance or Professional, Scientific, and Technical Services (15% each), followed closely by respondents from Educational Services or Finance and Insurance (13% each). Data collection took place in between October 2021 and January 2022. Generally, participants who reported more frequent communication at work reported higher levels of connectedness and higher affective organizational commitment. Employees who found their communication more meaningful (irrespective of frequency) felt the most emotionally connected. Unique benefits of different communication modalities, as well as implications for hybrid and remote organizations, are discussed.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134901576","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 paper extends current research on Human–Robot Interaction (HRI) within Human–Computer Interaction (HCI), focusing on how future virtual agents and communication robots can support the temporal structures and routines within the home. We recruited representatives from 15 households with varied compositions, ranging from single inhabitants to full nest families. Drawing upon P.G. Wodehouse’s The Inimitable Jeeves as an inspiration, the methodology sought to imitate the relationship between a recruitment agency worker (researcher) and an employer (participant) seeking to hire a personal assistant (e.g., a virtual agent or communication robot device) for their home. A ‘household audit’ comprising a guided household tour and an architectural survey was conducted to ascertain the nuanced spatiotemporal routines within the home. The study analysed the responses of participants using the Labovian narrative schema, a traditional method in linguistics research. The findings were then examined through the lens of Reddy et al.’s temporal features of work to understand how domestic work unfolds within the home from a temporal perspective. We argue that the temporal concepts discussed by Reddy et al. provided valuable insights into the temporal dynamics of everyday activities and could inform the design of virtual agents and communication robotic devices to fulfil their roles as domesticated ‘personal assistants’.
{"title":"Furthering the Development of Virtual Agents and Communication Robot Devices through the Consideration of the Temporal Home","authors":"Andrew C. Pooley, Andrew May, Val Mitchell","doi":"10.3390/mti7110104","DOIUrl":"https://doi.org/10.3390/mti7110104","url":null,"abstract":"This paper extends current research on Human–Robot Interaction (HRI) within Human–Computer Interaction (HCI), focusing on how future virtual agents and communication robots can support the temporal structures and routines within the home. We recruited representatives from 15 households with varied compositions, ranging from single inhabitants to full nest families. Drawing upon P.G. Wodehouse’s The Inimitable Jeeves as an inspiration, the methodology sought to imitate the relationship between a recruitment agency worker (researcher) and an employer (participant) seeking to hire a personal assistant (e.g., a virtual agent or communication robot device) for their home. A ‘household audit’ comprising a guided household tour and an architectural survey was conducted to ascertain the nuanced spatiotemporal routines within the home. The study analysed the responses of participants using the Labovian narrative schema, a traditional method in linguistics research. The findings were then examined through the lens of Reddy et al.’s temporal features of work to understand how domestic work unfolds within the home from a temporal perspective. We argue that the temporal concepts discussed by Reddy et al. provided valuable insights into the temporal dynamics of everyday activities and could inform the design of virtual agents and communication robotic devices to fulfil their roles as domesticated ‘personal assistants’.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136282862","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}
A chatbot, or else a conversational agent (CA), is a technology that is used in order to imitate the process of a conversation between a human being and a software application for supporting specific services. The utilization of this technology has been increasing considerably over the past five years, particularly in education where CAs are mostly utilized as teaching assistants that provide educational content. This paper aims to contribute to the existing body of knowledge by systematically reviewing the support provided by chatbots both to educational institutions and their students, investigating their capabilities in further detail, and highlighting the various ways that this technology could and should be used in order to maximize its benefits. Emphasis is given to analyzing and synthesizing the emerging roles of CAs, usage recommendations and suggestions, student’s desires, and challenges recorded in the literature. For this reason, a systematic literature review (SLR) was carried out using the PRISMA framework in order to minimize the common biases and limitations of SLRs. However, we must note that the SLR presented has specific limitations, namely using only Scopus as a search engine, utilizing a general search query, and selecting only journal articles published in English in the last five years.
{"title":"Investigating the Support Provided by Chatbots to Educational Institutions and Their Students: A Systematic Literature Review","authors":"Dimitrios Ramandanis, Stelios Xinogalos","doi":"10.3390/mti7110103","DOIUrl":"https://doi.org/10.3390/mti7110103","url":null,"abstract":"A chatbot, or else a conversational agent (CA), is a technology that is used in order to imitate the process of a conversation between a human being and a software application for supporting specific services. The utilization of this technology has been increasing considerably over the past five years, particularly in education where CAs are mostly utilized as teaching assistants that provide educational content. This paper aims to contribute to the existing body of knowledge by systematically reviewing the support provided by chatbots both to educational institutions and their students, investigating their capabilities in further detail, and highlighting the various ways that this technology could and should be used in order to maximize its benefits. Emphasis is given to analyzing and synthesizing the emerging roles of CAs, usage recommendations and suggestions, student’s desires, and challenges recorded in the literature. For this reason, a systematic literature review (SLR) was carried out using the PRISMA framework in order to minimize the common biases and limitations of SLRs. However, we must note that the SLR presented has specific limitations, namely using only Scopus as a search engine, utilizing a general search query, and selecting only journal articles published in English in the last five years.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135773474","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}
In this essay, we are interested in investigating some of the possible relations between design and digital humanities. In particular, we analyze the contribution that communication and interface design can bring to digital humanities. In a scene currently characterized by a heterogeneous set of activities and humanistic, technological, and cultural studies, the involvement of design seems confined to the development of digital instruments in accessing, exploring, and manipulating cultural data. How can design and the humanities work in an interdisciplinary way in order to shape new digital means to explore humanistic content? This essay presents four case studies (three of them developed by the authors), each of which suggests some methods and tools focused on the interdisciplinary relationships of scholars. The findings are both models of collaboration and models of digital architecture (data visualization) and showcase applied digital interactive platforms that present several paths to discovering different levels of content in the fields of art, psychology, literature, and history. In conclusion, this essay presents a manifesto focusing on ten points of virtuous relation between design humanities and the field of information visualization.
{"title":"Design, Digital Humanities, and Information Visualization for Cultural Heritage","authors":"Raffaella Trocchianesi, Letizia Bollini","doi":"10.3390/mti7110102","DOIUrl":"https://doi.org/10.3390/mti7110102","url":null,"abstract":"In this essay, we are interested in investigating some of the possible relations between design and digital humanities. In particular, we analyze the contribution that communication and interface design can bring to digital humanities. In a scene currently characterized by a heterogeneous set of activities and humanistic, technological, and cultural studies, the involvement of design seems confined to the development of digital instruments in accessing, exploring, and manipulating cultural data. How can design and the humanities work in an interdisciplinary way in order to shape new digital means to explore humanistic content? This essay presents four case studies (three of them developed by the authors), each of which suggests some methods and tools focused on the interdisciplinary relationships of scholars. The findings are both models of collaboration and models of digital architecture (data visualization) and showcase applied digital interactive platforms that present several paths to discovering different levels of content in the fields of art, psychology, literature, and history. In conclusion, this essay presents a manifesto focusing on ten points of virtuous relation between design humanities and the field of information visualization.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135221200","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 study explored drivers’ emotion-based impressions of car-borne central control platforms (CBCCPs) for personal-use vehicles. Thus, this preference-based study examined experts’ and drivers’ opinions regarding the appeal of CBCCPs from the perspective of Miryoku engineering. To this end, this study analyzed data via the EGM (evaluation grid method (EGM) and quantification theory type I. Results: Drivers’ preferences for specific CBCCP design characteristics were categorized into the factors “legible”, convenient”, and “tasteful”, which comprised the core of the EGM semantic hierarchical diagram. In addition, the importance of CBCCPs’ appeal factors and characteristics was assessed through quantification theory type I. The findings of this study provide valuable insights for designers, manufacturers, and researchers interested in the design of CBCCPs. Additionally, the results of this study can contribute to research on applied psychology, human–computer interactions, and car interface design.
{"title":"Exploring the Appeal of Car-Borne Central Control Platforms Based on Driving Experience","authors":"Chih-Kuan Lin, Chien-Hsiung Chen, Kai-Shuan Shen","doi":"10.3390/mti7110101","DOIUrl":"https://doi.org/10.3390/mti7110101","url":null,"abstract":"This study explored drivers’ emotion-based impressions of car-borne central control platforms (CBCCPs) for personal-use vehicles. Thus, this preference-based study examined experts’ and drivers’ opinions regarding the appeal of CBCCPs from the perspective of Miryoku engineering. To this end, this study analyzed data via the EGM (evaluation grid method (EGM) and quantification theory type I. Results: Drivers’ preferences for specific CBCCP design characteristics were categorized into the factors “legible”, convenient”, and “tasteful”, which comprised the core of the EGM semantic hierarchical diagram. In addition, the importance of CBCCPs’ appeal factors and characteristics was assessed through quantification theory type I. The findings of this study provide valuable insights for designers, manufacturers, and researchers interested in the design of CBCCPs. Additionally, the results of this study can contribute to research on applied psychology, human–computer interactions, and car interface design.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136134721","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}