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Multimodal Technologies and Interaction, Volume 9, Issue 6

2025 June - 15 articles

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Articles (15)

  • Article
  • Open Access
7 Citations
5,522 Views
28 Pages

With the intensification of population aging, elderly individuals face significant barriers in learning digital skills, leading to a widening digital divide. Based on Cognitive Aging Theory, this study proposes and validates an original paradigm call...

(This article belongs to the Special Issue Video Games: Learning, Emotions, and Motivation)
  • Article
  • Open Access
5 Citations
4,115 Views
21 Pages

Fatigue in high-stress work environments poses significant risks to employee performance and safety. This study introduces a non-invasive fatigue detection system utilizing facial parameters processed via a Long Short-Term Memory (LSTM) neural networ...

(This article belongs to the Special Issue Multimodal User Interfaces and Experiences: Challenges, Applications, and Perspectives—2nd Edition)
  • Article
  • Open Access
1 Citations
5,210 Views
23 Pages

Color blindness can create challenges in recognizing visual cues, potentially affecting players’ performance, emotional involvement, and overall gaming experience. This study examines the impact of color blindness on player engagement and emoti...

(This article belongs to the Special Issue Multimodal User Interfaces and Experiences: Challenges, Applications, and Perspectives—2nd Edition)
  • Article
  • Open Access
4 Citations
2,091 Views
18 Pages

Gaze–Hand Steering for Travel and Multitasking in Virtual Environments

  • Mona Zavichi,
  • André Santos,
  • Catarina Moreira,
  • Anderson Maciel and
  • Joaquim Jorge

As head-mounted displays (HMDs) with eye tracking become increasingly accessible, the need for effective gaze-based interfaces in virtual reality (VR) grows. Traditional gaze- or hand-based navigation often limits user precision or impairs free viewi...

  • Article
  • Open Access
4 Citations
3,643 Views
33 Pages

Virtual reality (VR) technology is becoming increasingly relevant as a modern educational tool. However, its application in teaching and learning computational thinking remains relatively underexplored. This paper presents the implementation of selec...

(This article belongs to the Special Issue Innovative Theories and Practices for Designing and Evaluating Inclusive Educational Technology and Online Learning)
  • Review
  • Open Access
5 Citations
12,283 Views
25 Pages

Video games come in many genres. Although the popularity of games that belong to different genres is the subject of various research and industry reports, so far, there have been no studies investigating their popularity in research papers. This pape...

  • Article
  • Open Access
4 Citations
5,270 Views
27 Pages

Blended learning has introduced a more accessible and flexible teaching environment in higher education. However, ensuring that content is inclusive, particularly for students with learning difficulties, remains a challenge. This paper explores how M...

(This article belongs to the Special Issue Innovative Theories and Practices for Designing and Evaluating Inclusive Educational Technology and Online Learning)
  • Article
  • Open Access
2,549 Views
15 Pages

Virtual reality (VR) technology has shown potential as a viable tool for rehabilitation. VR is a well-recognized technology that creates immersive experiences to enhance engagement and encourage more effective participation in activities. In the curr...

  • Systematic Review
  • Open Access
3 Citations
9,855 Views
24 Pages

Children with neurodevelopmental disorders, such as ADHD, ASD and SLDs, often face challenges in executive functioning that can impact their inclusion and participation in educational and social experiences. Digital technologies, in particular video...

(This article belongs to the Special Issue Innovative Theories and Practices for Designing and Evaluating Inclusive Educational Technology and Online Learning)
  • Article
  • Open Access
1 Citations
3,583 Views
15 Pages

Evaluating a UDL-Based Digital Escape Room for Bullying Awareness in Secondary Education

  • Yosra Achab-Moukram,
  • Paula Rodríguez-Rivera,
  • José Manuel Aguilar-Parra,
  • José M. Rodríguez-Ferrer,
  • Javier Rodríguez-Moreno and
  • Ana Manzano-León

This study evaluates the effectiveness of a digital escape room designed according to the Universal Design for Learning (UDL) principles as an educational tool to raise awareness about school bullying and cyberbullying in lower secondary education. U...

(This article belongs to the Special Issue Video Games: Learning, Emotions, and Motivation)
  • Article
  • Open Access
3 Citations
5,390 Views
27 Pages

A New Serious Game (e-SoundWay) for Learning English Phonetics

  • Alfonso Lago-Ferreiro,
  • María Ángeles Gómez-González and
  • José Carlos López-Ardao

This paper presents the design and evaluation of e-SoundWay, a cross-platform serious game developed to improve English phonetic competence through a multimodal and narrative-driven approach. While the platform is specifically tailored to meet the ne...

(This article belongs to the Special Issue Video Games: Learning, Emotions, and Motivation)
  • Article
  • Open Access
2 Citations
3,559 Views
25 Pages

Traditional art appreciation instruction relies heavily on textbooks, slides, or videos, limiting student engagement and immersion. To address this issue, this study proposes a desktop VR (GDVR) art appreciation module based on a gamification approac...

  • Article
  • Open Access
4 Citations
2,720 Views
18 Pages

BabloXR: An Authoring Tool for Developing WebXR Educational Applications

  • María Lucía Barrón-Estrada,
  • Ramón Zatarain-Cabada,
  • Manuel Alberto Sotelo-Rivas,
  • María Blanca Ibáñez and
  • Víctor Manuel Bátiz-Beltrán

Different areas of education have undergone a significant transformation due to the rapid progress of extended reality in recent years. Nonetheless, existing eXtended Reality (XR) authoring tools often require advanced programming skills, limiting th...

(This article belongs to the Special Issue Innovative Theories and Practices for Designing and Evaluating Inclusive Educational Technology and Online Learning)
  • Article
  • Open Access
1,897 Views
32 Pages

This research analyses the temporal flow of motion energy (ME) in dyadic dialogues using alternating lagged correlation tests on consecutive windows and also Granger causality (GC) tests. This research considers both alternatives of lagged values, th...

  • Article
  • Open Access
4 Citations
3,962 Views
21 Pages

Applications of virtual reality (VR) have grown in significance in medicine, as they are able to recreate real-life scenarios in 3D while posing reduced risks to patients. However, there are several interaction challenges to overcome when moving from...

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Multimodal Technol. Interact. - ISSN 2414-4088