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16 March 2021

A Review of Human–Computer Interaction and Virtual Reality Research Fields in Cognitive InfoCommunications

CogInfoCom Based Learn Ability Research Team, Department of Software Development and Application, Informatics Institute, University of Dunaujvaros, 2400 Dunaujvaros, Hungary
This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom)

Abstract

Cognitive infocommunications (CogInfoCom) is a young and evolving discipline that is at the crossroads of information and communication technology (ICT) and cognitive sciences with many promising results. The goal of the field is to provide insights into how human cognitive capabilities can be merged and extended with the cognitive capabilities of the digital devices surrounding us, with the goal of enabling more seamless interactions between humans and artificially cognitive agents. Results in the field have already led to the appearance of numerous CogInfoCom-based technological innovations. For example, the field has led to a better understanding of how humans can learn more effectively, and the development of new kinds of learning environment have followed accordingly. The goal of this paper is to summarize some of the most recent results in CogInfoCom and to introduce important research trends, developments and innovations that play a key role in understanding and supporting the merging of cognitive processes with ICT.

1. Introduction

Cognitive infocommunication (CogInfoCom) is an interdisciplinary field of science created by Hungarian researchers who have recognized that human relationships with information technology, robotics and communication devices, “smart” homes, cities and cars will change significantly in the near future. In addition to all this, the generation that is now growing up using information technology (IT) tools, smartphones, display a different development of certain areas of their brains, which can mean not only biological, physiological, but also mental change. The basic definition was formulated by P. Baranyi and A. Csapo [1] of the field of science, while it was extended and finalized by P. Baranyi and A. Csapo also [2] and G. Sallai [3]:
“Cognitive infocommunications (CogInfoCom) investigates the link between the research areas of infocommunications and the cognitive sciences, as well as the various engineering applications which have emerged as the synergic combination of these sciences. The primary goal of CogInfoCom is to provide a systematic view of how cognitive processes can co-evolve with infocommunications devices so that the capabilities of the human brain may not only be extended through these devices, irrespective of geographical distance, but may also interact with the capabilities of any artificially cognitive system. This merging and extension of cognitive capabilities is targeted towards engineering applications in which artificial and/or natural cognitive systems are enabled to work together more effectively.”
The above definition can be summarized as CogInfoCom, a science that studies the interaction between information technology and people, which examines the possibility of creating new cognitive communication channels in addition to the topic of conventional human–machine relationships; and it can also be seen as a synergy of the research topics illustrated in Figure 1. The areas listed in the figure can provide the creation of complex sensory IT systems that can be used to make human–machine communication more efficient and new procedures, mathematical modelling, learning techniques and related behavioural research help to better understand perceptual and brain processes also.
Figure 1. The main related topics of cognitive infocommunication (CogInfoCom).
The aim of this paper is to provide an overview of human–computer interaction (HCI) and virtual reality (VR) research fields in CogInfoCom during the eight-year period from 2012 to 2020 based on the International Conference on Cognitive Infocommunications and its special issues. These works were classified in terms of application areas into two categories: (1) human–computer interaction and (2) virtual reality.

2. Overview of International Conference on Cognitive Infocommunications (CogInfoCom) and Its Special Issues

Together with the definition of the field, the 1st International Workshop on Cognitive Infocommunications on CogInfoCom was held at the University of Tokyo in 2010, followed by the International Conference on Cognitive Infocommunications, which has been held every year to this day. The conference series has been published in several countries and cities in Europe over the past 9 years, with more than 1000 studies published and thousands of references received until Q1 2021, as well as indexed by scientifically relevant databases such as IEEE Xplore, Scopus or Web of Science. The special feature of the conference series is that for several years, the majority of the presentations have been shown in 3D, virtual spaces supported and implemented by the MaxWhere platform. (Figure 2).
Figure 2. The 11th IEEE International Conference on Cognitive Infocommunications conference presentations were seen by participants in 3D virtual space.
Moreover, the following journal special issues (Table 1) have appeared on CogInfoCom-related topics.
Table 1. Journal special issues related to CogInfoCom topics.

4. Discussion and Conclusions

From 2012 to 2020, the study provided a brief overview of the results published and most cited in the two most important research areas of the CogInfoCom discipline based on the International Conference on Cognitive Infocommunications and its special issues.
One of the most important research areas of CogInfoCom is the development of complex HCI-based systems and the study of their efficiency. In summarizing the results, it was revealed that EEG-based BCI, gesture control, and eye/gaze tacking appeared as the most frequently used alternative communication tools. The results presented in the field of BCI may support the development of communication channels between the human brain and the computer that can be used in the following areas: HRI, robotics, velocity control, medical signal detection, neurophysiology, patient rehabilitation and education. The results summarized in the field of gesture control complement or extend the possibilities of developing human-computer interactions and can also be used in areas such as controlling systems, haptic interfaces, image motion analysis and motion or auditory control. The results explored and summarized in the field of eye/gaze tracking can contribute to the development of areas such as emotional recognition, iris detection, visualization, user interfaces, task analysis, cognition, HRI, virtual reality and agents, programming, computer network and education.
Based on the reviewed literature, it can be stated that more cost-effective and reliable HCI-based systems are increasingly appearing and becoming part of our everyday lives. For people with disabilities, such systems will increasingly be able to provide a full life in the future, significantly improving their quality of life. In addition, the use of BCI, eye-tracking, or gesture control systems is expected to expand and develop traditional communication between humans and robots, as well as various devices and equipment. Moreover, the spread of BCI systems can be predicted to increase the learning efficiency of children with learning difficulties and it is also possible to compile adaptive learning materials that can describe the learning material to be acquired in a dynamic way, taking into account the current state of concentration of the students, as opposed to a traditional book, which does all this in a static way.
Another major area of research is a special, widely applicable electronic technology, the VR, which is primarily used to create a virtual environment in which the user can perform their tasks as if they were in a physical reality. Depending on the goals, several softwares are used to create the virtual environment. One such goal may be to provide users with an area where they can practice trying new techniques without physical hazards. To achieve this goal, for example, MarSEVR (Maritime Safety Education with VR Technology) or Electric Cabin Fire Simulation are used, which can be used in areas such as computer-based training, marine engineering, ergonomics, maritime safety training, simulation, fire safety or industrial training. Another priority could be to increase the efficiency of learning and the organization of education, and to examine the interaction between thinking and social processes, extended to the virtual space. To achieve such goals, for example, the MaxWhere 3D VR Framework is used, which can be used in other areas such as simulation, informatics and AI-enhanced CogInfoCom.
Based on the reviewed literature, it can be stated that in the future we will be increasingly able to create the feeling of “being there” by utilizing all our senses more effectively. Immersive 3D VR will be a key application in real-life simulation of environments free of physical hazards, where professionals or students can practice, master, and develop new techniques in the event of a potential emergency. In addition, 3D-based virtual environments will be of paramount importance in the field of education for the development of more effective learning materials, and the purchase of expensive tools and equipment for educational purposes will be avoided as we will be able to simulate and illustrate them more effectively. In addition, the use of virtual reality can better develop students’ creative and innovative thinking, as well as predict a significant improvement in motivation. In addition to teaching and learning, 3D VR environments will be able to effectively support and accelerate the planning and administration of education. For example, the students of the future will not have to gather in one physical place to listen to a lecture, for example, but can do so from anywhere in the world. Overall, the use of 3D VR environments will create an innovative educational ecosystem, as opposed to the now obsolete traditional 2D-based interfaces, which can be assumed to be continuously replaced.
In the future, the fusion of HCI-based systems and 3D VR environments can complement each other to raise the level of utilization, development and support of human cognitive abilities, leading to more creative and innovative ways of thinking and knowledge acquisition expected according to the abilities of the individual.
With the continuous development of technology, the implementation of increasingly reliable and cost-effective CogInfoCom-based systems can be assumed. However, we must also take into account that the development, operation and maintenance of increasingly complex systems will present new challenges, and that people as users are much slower to adapt to innovation and that the introduction of a new interface can only be effective if the limitations are well known.

Funding

This research received no external funding.

Institutional Review Board Statement

Not applicable.

Data Availability Statement

Not applicable.

Conflicts of Interest

The authors declare no conflict of interest.

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