Journal Description
Multimodal Technologies and Interaction
Multimodal Technologies and Interaction
is an international, peer-reviewed, open access journal on multimodal technologies and interaction published monthly online by MDPI.
- Open Access— free for readers, with article processing charges (APC) paid by authors or their institutions.
- High Visibility: indexed within Scopus, ESCI (Web of Science), Inspec, dblp Computer Science Bibliography, and other databases.
- Journal Rank: CiteScore - Q1 (Neuroscience (miscellaneous))
- Rapid Publication: manuscripts are peer-reviewed and a first decision is provided to authors approximately 25 days after submission; acceptance to publication is undertaken in 3.8 days (median values for papers published in this journal in the first half of 2025).
- Recognition of Reviewers: reviewers who provide timely, thorough peer-review reports receive vouchers entitling them to a discount on the APC of their next publication in any MDPI journal, in appreciation of the work done.
Impact Factor:
2.4 (2024);
5-Year Impact Factor:
2.7 (2024)
Latest Articles
Design and Evaluation of a Serious Game Prototype to Stimulate Pre-Reading Fluency Processes in Paediatric Hospital Classrooms
Multimodal Technol. Interact. 2025, 9(9), 90; https://doi.org/10.3390/mti9090090 - 27 Aug 2025
Abstract
Didactic digital tools can commence, enhance, and strengthen reading fluency in children undergoing long-term hospitalization due to oncology conditions. However, resources specifically designed to support rapid naming and decoding in Spanish remain scarce. This study presents the design, development, and evaluation of a
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Didactic digital tools can commence, enhance, and strengthen reading fluency in children undergoing long-term hospitalization due to oncology conditions. However, resources specifically designed to support rapid naming and decoding in Spanish remain scarce. This study presents the design, development, and evaluation of a game prototype aimed at addressing this gap among Spanish-speaking preschoolers in hospital settings. Developed using Unity through a design-based research methodology, the game comprises three narratively linked levels targeting rapid naming, decoding, and fluency. A sequential exploratory mixed-methods design (QUAL-quan) guided the evaluation. Qualitative data were obtained from a focus group of hospital teachers (N = 6) and interviews with experts (N = 30) in relevant fields. Quantitative validation involved 274 experts assessing the game’s contextual, pedagogical, and technical quality. The prototype was also piloted with four end-users using standardised tests for rapid naming, decoding, and fluency in Spanish. Results indicated strong expert consensus regarding the game’s educational value, contextual fit, and usability. Preliminary findings suggest potential for fostering and supplementing early literacy skills in hospitalised children. Further research with larger clinical samples is recommended to validate these outcomes.
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(This article belongs to the Special Issue Video Games: Learning, Emotions, and Motivation)
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Cognitive Workload Assessment in Aerospace Scenarios: A Cross-Modal Transformer Framework for Multimodal Physiological Signal Fusion
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Pengbo Wang, Hongxi Wang and Heming Zhang
Multimodal Technol. Interact. 2025, 9(9), 89; https://doi.org/10.3390/mti9090089 - 26 Aug 2025
Abstract
In the field of cognitive workload assessment for aerospace training, existing methods exhibit significant limitations in unimodal feature extraction and in leveraging complementary synergy among multimodal signals, while current fusion paradigms struggle to effectively capture nonlinear dynamic coupling characteristics across modalities. This study
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In the field of cognitive workload assessment for aerospace training, existing methods exhibit significant limitations in unimodal feature extraction and in leveraging complementary synergy among multimodal signals, while current fusion paradigms struggle to effectively capture nonlinear dynamic coupling characteristics across modalities. This study proposes DST-Net (Cross-Modal Downsampling Transformer Network), which synergistically integrates pilots’ multimodal physiological signals (electromyography, electrooculography, electrodermal activity) with flight dynamics data through an Anti-Aliasing and Average Pooling LSTM (AAL-LSTM) data fusion strategy combined with cross-modal attention mechanisms. Evaluation on the “CogPilot” dataset for flight task difficulty prediction demonstrates that AAL-LSTM achieves substantial performance improvements over existing approaches (AUC = 0.97, F1 Score = 94.55). Given the dataset’s frequent sensor data missingness, the study further enhances simulated flight experiments. By incorporating eye-tracking features via cross-modal attention mechanisms, the upgraded DST-Net framework achieves even higher performance (AUC = 0.998, F1 Score = 97.95) and reduces the root mean square error (RMSE) of cumulative flight error prediction to 1750. These advancements provide critical support for safety-critical aviation training systems.
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(This article belongs to the Special Issue Human-AI Collaborative Interaction Design: Rethinking Human-Computer Symbiosis in the Age of Intelligent Systems)
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Open AccessArticle
Development of a Multi-Platform AI-Based Software Interface for the Accompaniment of Children
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Isaac León, Camila Reyes, Iesus Davila, Bryan Puruncajas, Dennys Paillacho, Nayeth Solorzano, Marcelo Fajardo-Pruna, Hyungpil Moon and Francisco Yumbla
Multimodal Technol. Interact. 2025, 9(9), 88; https://doi.org/10.3390/mti9090088 - 26 Aug 2025
Abstract
The absence of parental presence has a direct impact on the emotional stability and social routines of children, especially during extended periods of separation from their family environment, as in the case of daycare centers, hospitals, or when they remain alone at home.
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The absence of parental presence has a direct impact on the emotional stability and social routines of children, especially during extended periods of separation from their family environment, as in the case of daycare centers, hospitals, or when they remain alone at home. At the same time, the technology currently available to provide emotional support in these contexts remains limited. In response to the growing need for emotional support and companionship in child care, this project proposes the development of a multi-platform software architecture based on artificial intelligence (AI), designed to be integrated into humanoid robots that assist children between the ages of 6 and 14. The system enables daily verbal and non-verbal interactions intended to foster a sense of presence and personalized connection through conversations, games, and empathetic gestures. Built on the Robot Operating System (ROS), the software incorporates modular components for voice command processing, real-time facial expression generation, and joint movement control. These modules allow the robot to hold natural conversations, display dynamic facial expressions on its LCD (Liquid Crystal Display) screen, and synchronize gestures with spoken responses. Additionally, a graphical interface enhances the coherence between dialogue and movement, thereby improving the quality of human–robot interaction. Initial evaluations conducted in controlled environments assessed the system’s fluency, responsiveness, and expressive behavior. Subsequently, it was implemented in a pediatric hospital in Guayaquil, Ecuador, where it accompanied children during their recovery. It was observed that this type of artificial intelligence-based software, can significantly enhance the experience of children, opening promising opportunities for its application in clinical, educational, recreational, and other child-centered settings.
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(This article belongs to the Special Issue Human-AI Collaborative Interaction Design: Rethinking Human-Computer Symbiosis in the Age of Intelligent Systems)
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Open AccessArticle
3D Printing as a Multimodal STEM Learning Technology: A Survey Study in Second Chance Schools
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Despina Radiopoulou, Antreas Kantaros, Theodore Ganetsos and Paraskevi Zacharia
Multimodal Technol. Interact. 2025, 9(9), 87; https://doi.org/10.3390/mti9090087 - 24 Aug 2025
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This study explores the integration of 3D printing technology by adult learners in Greek Second Chance Schools (SCS), institutions designed to address Early School Leaving and promote Lifelong Learning. Grounded in constructivist and experiential learning theories, the research examines adult learners’ attitudes toward
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This study explores the integration of 3D printing technology by adult learners in Greek Second Chance Schools (SCS), institutions designed to address Early School Leaving and promote Lifelong Learning. Grounded in constructivist and experiential learning theories, the research examines adult learners’ attitudes toward 3D printing technology through a hands-on STEM activity in the context of teaching scientific literacy. The instructional activity was centered on a physics experiment illustrating Archimedes’ principle using a multimodal approach, combining 3D computer modeling for visualization and design with tangible manipulation of a printed object, thereby offering both digital and Hands-on learning experiences. Quantitative data was collected using a structured questionnaire to assess participants’ perception toward the 3D printing technology. Findings indicate a positive trend in adult learners’ responses, finding 3D printing accessible, interesting, and easy to use. While expressing hesitation about independently applying the technology in the future, overall responses suggest strong interest and openness to using emerging technologies within educational settings, even among marginalized adult populations. This work highlights the value of integrating emerging technologies into alternative education frameworks and offers a replicable model for inclusive STEM education and lays the groundwork for further research in adult learning environments using innovative, learner-centered approaches.
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Open AccessArticle
Telerehabilitation Strategy for University Students with Back Pain Based on 3D Animations: Case Study
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Carolina Ponce-Ibarra, Diana-Margarita Córdova-Esparza, Teresa García-Ramírez, Julio-Alejandro Romero-González, Juan Terven, Mauricio Arturo Ibarra-Corona and Rolando Pérez Palacios-Bonilla
Multimodal Technol. Interact. 2025, 9(9), 86; https://doi.org/10.3390/mti9090086 - 24 Aug 2025
Abstract
Nowadays, the use of technology has become increasingly indispensable, leading to prolonged exposure to computers and other screen devices. This situation is common in work areas related to Information and Communication Technologies (ICTs), where people spend long hours in front of a computer.
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Nowadays, the use of technology has become increasingly indispensable, leading to prolonged exposure to computers and other screen devices. This situation is common in work areas related to Information and Communication Technologies (ICTs), where people spend long hours in front of a computer. This exposure has been associated with the development of musculoskeletal disorders, among which nonspecific back pain is particularly prevalent. This observational study presents the design of a telerehabilitation strategy based on 3D animations, which is aimed at enhancing the musculoskeletal health of individuals working or studying in ICT-related fields. The intervention was developed through the Moodle platform and designed using the ADDIE instructional model, incorporating educational content and therapeutic exercises adapted to digital ergonomics. The sample included university students in the field of computer science who were experiencing symptoms associated with prolonged computer use. After a four-week intervention period, the results show favorable changes in pain perception and knowledge of postural hygiene. These findings suggest that a distance-based educational and therapeutic strategy may be a useful approach for the prevention and treatment of back pain in academic settings.
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(This article belongs to the Special Issue uHealth Interventions and Digital Therapeutics for Better Diseases Prevention and Patient Care)
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Open AccessArticle
Do Novices Struggle with AI Web Design? An Eye-Tracking Study of Full-Site Generation Tools
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Chen Chu, Jianan Zhao and Zhanxun Dong
Multimodal Technol. Interact. 2025, 9(9), 85; https://doi.org/10.3390/mti9090085 - 22 Aug 2025
Abstract
AI-powered full-site web generation tools promise to democratize website creation for novice users. However, their actual usability and accessibility for novice users remain insufficiently studied. This study examines interaction barriers faced by novice users when using Wix ADI to complete three tasks: Task
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AI-powered full-site web generation tools promise to democratize website creation for novice users. However, their actual usability and accessibility for novice users remain insufficiently studied. This study examines interaction barriers faced by novice users when using Wix ADI to complete three tasks: Task 1 (onboarding), Task 2 (template customization), and Task 3 (product page creation). Twelve participants with no web design background were recruited to perform these tasks while their behavior was recorded via screen capture and eye-tracking (Tobii Glasses 2), supplemented by post-task interviews. Task completion rates declined significantly in Task 2 (66.67%) and 3 (33.33%). Help-seeking behaviors increased significantly, particularly during template customization and product page creation. Eye-tracking data indicated elevated cognitive load in later tasks, with fixation count and saccade count peaking in Task 2 and pupil diameter peaking in Task 3. Qualitative feedback identified core challenges such as interface ambiguity, limited transparency in AI control, and disrupted task logic. These findings reveal a gap between AI tool affordances and novice user needs, underscoring the importance of interface clarity, editable transparency, and adaptive guidance. As full-site generators increasingly target general users, lowering barriers for novice audiences is essential for equitable access to web creation.
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(This article belongs to the Special Issue Human-AI Collaborative Interaction Design: Rethinking Human-Computer Symbiosis in the Age of Intelligent Systems)
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Open AccessSystematic Review
Systematic Review of Artificial Intelligence in Education: Trends, Benefits, and Challenges
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Juan Garzón, Eddy Patiño and Camilo Marulanda
Multimodal Technol. Interact. 2025, 9(8), 84; https://doi.org/10.3390/mti9080084 - 20 Aug 2025
Abstract
Artificial intelligence (AI) is changing how we teach and learn, generating excitement and concern about its potential to transform education. To contribute to the debate, this systematic literature review examines current research trends (publication year, country of study, publication journal, education level, education
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Artificial intelligence (AI) is changing how we teach and learn, generating excitement and concern about its potential to transform education. To contribute to the debate, this systematic literature review examines current research trends (publication year, country of study, publication journal, education level, education field, and AI type), as well as the benefits and challenges of integrating AI into education. This review analyzed 155 peer-reviewed empirical studies published between 2015 and 2025. The review reveals a significant increase in research activity since 2022, reflecting the impact of generative AI tools, such as ChatGPT. Studies highlight a range of benefits, including enhanced learning outcomes, personalized instruction, and increased student motivation. However, there are challenges to overcome, such as students’ ethical use of AI, teachers’ resistance to using AI systems, and the digital dependency these systems can generate. These findings show AI’s potential to enhance education; however, its success depends on careful implementation and collaboration among educators, researchers, and policymakers to ensure meaningful and equitable outcomes.
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(This article belongs to the Special Issue Online Learning to Multimodal Era: Interfaces, Analytics and User Experiences)
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Homo smartphonus: Psychological Aspects of Smartphone Use—A Literature Review
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Piotr Sorokowski and Marta Sobczak
Multimodal Technol. Interact. 2025, 9(8), 83; https://doi.org/10.3390/mti9080083 - 19 Aug 2025
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The increasing prevalence of smartphone use has raised concerns about its impact on human psychological functioning. This literature review provides a comprehensive overview of the psychological dimensions influenced by smartphone use, spanning health psychology, individual differences, social psychology, and cognitive functioning. The review
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The increasing prevalence of smartphone use has raised concerns about its impact on human psychological functioning. This literature review provides a comprehensive overview of the psychological dimensions influenced by smartphone use, spanning health psychology, individual differences, social psychology, and cognitive functioning. The review draws on findings from numerous studies, primarily conducted in highly developed Western and Asian countries, where cultural factors may influence usage patterns and psychological outcomes. Key limitations in the current body of research include geographical biases and methodological challenges such as sample homogeneity and reliance on self-report measures. Evidence suggests that excessive smartphone use can lead to addiction and is associated with negative psychological and health consequences. The review also highlights how individual differences—such as personality traits, age, and gender—affect smartphone usage. Social implications, both positive (e.g., increased connectivity) and negative (e.g., interpersonal conflict), are explored in depth. Cognitive effects are considered, particularly in relation to attention and memory, where findings suggest potential impairments in sustained focus and information retention. While the literature often emphasizes risks, this review also points to the need for further exploration of the potential benefits of smartphone use. In summary, the review offers valuable insights into the complex psychological effects of smartphones and underscores the importance of future research to better understand their nuanced impact on well-being.
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Open AccessReview
Perception and Monitoring of Sign Language Acquisition for Avatar Technologies: A Rapid Focused Review (2020–2025)
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Khansa Chemnad and Achraf Othman
Multimodal Technol. Interact. 2025, 9(8), 82; https://doi.org/10.3390/mti9080082 - 14 Aug 2025
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Sign language avatar systems have emerged as a promising solution to bridge communication gaps where human sign language interpreters are unavailable. However, the design of these avatars often fails to account for the diversity in how users acquire and perceive sign language. This
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Sign language avatar systems have emerged as a promising solution to bridge communication gaps where human sign language interpreters are unavailable. However, the design of these avatars often fails to account for the diversity in how users acquire and perceive sign language. This study presents a rapid review of 17 empirical studies (2020–2025) to synthesize how linguistic and cognitive variability affects sign language perception and how these findings can guide avatar development. We extracted and synthesized key constructs, participant profiles, and capture techniques relevant to avatar fidelity. This review finds that delayed exposure to sign language is consistently linked to persistent challenges in syntactic processing, classifier use, and avatar comprehension. In contrast, early-exposed signers demonstrate more robust parsing and greater tolerance of perceptual irregularities. Key perceptual features, such as smooth transitions between signs, expressive facial cues for grammatical clarity, and consistent spatial placement of referents, emerge as critical for intelligibility, particularly for late learners. These findings highlight the importance of participatory design and user-centered validation in advancing accessible, culturally responsive human–computer interaction through next-generation avatar systems.
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Open AccessArticle
Organizing Relational Complexity—Design of Interactive Complex Systems
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Linus de Petris and Siamak Khatibi
Multimodal Technol. Interact. 2025, 9(8), 81; https://doi.org/10.3390/mti9080081 - 12 Aug 2025
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With the advent of AI- and robot-systems, the current Human–Computer Interaction (HCI) paradigm, which treats interaction as a transactional exchange, is increasingly insufficient for complex socio-technical systems. This paper argues for a shift toward an agential realist perspective, which understands interaction not as
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With the advent of AI- and robot-systems, the current Human–Computer Interaction (HCI) paradigm, which treats interaction as a transactional exchange, is increasingly insufficient for complex socio-technical systems. This paper argues for a shift toward an agential realist perspective, which understands interaction not as an exchange between separate entities, but as a phenomenon continuously enacted through dynamic, material-discursive practices known as ‘intra-actions’. Through a diffractive reading of agential realism, HCI, complex systems theory, and an empirical case study of a touring exhibition on skateboarding culture, this paper explores an alternative approach. A key finding emerged from a sound-recording workshop when a participant described the recordings not as “how it sounds,” but as “how it feels” to skate. The finding reveals the limits of traditional HCI and it illustrates how interacting parts are co-constituted through the intra-actions of entangled agencies. An argument is made that design for interactive complex systems should change from focusing on causal transactional interaction towards organizing relational complexity, which is staging the conditions for a rich scope of emergent encounters to unfold. The paper concludes by suggesting further research into non-causal explanation and computation.
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Open AccessArticle
Space Medicine Meets Serious Games: Boosting Engagement with the Medimon Creature Collector
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Martin Hundrup, Jessi Holte, Ciara Bordeaux, Emma Ferguson, Joscelyn Coad, Terence Soule and Tyler Bland
Multimodal Technol. Interact. 2025, 9(8), 80; https://doi.org/10.3390/mti9080080 - 7 Aug 2025
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Serious games that integrate educational content with engaging gameplay mechanics hold promise for reducing cognitive load and increasing student motivation in STEM and health science education. This preliminary study presents the development and evaluation of the Medimon NASA Demo, a game-based learning prototype
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Serious games that integrate educational content with engaging gameplay mechanics hold promise for reducing cognitive load and increasing student motivation in STEM and health science education. This preliminary study presents the development and evaluation of the Medimon NASA Demo, a game-based learning prototype designed to teach undergraduate students about the musculoskeletal and visual systems—two critical domains in space medicine. Participants (n = 23) engaged with the game over a two-week self-regulated learning period. The game employed mnemonic-based characters, visual storytelling, and turn-based battle mechanics to reinforce medical concepts. Quantitative results demonstrated significant learning gains, with posttest scores increasing by an average of 23% and a normalized change of c = 0.4. Engagement levels were high across multiple dimensions of situational interest, and 74% of participants preferred the game over traditional formats. Qualitative analysis of open-ended responses revealed themes related to intrinsic appeal, perceived learning efficacy, interaction design, and cognitive resource management. While the game had minimal impact on short-term STEM career interest, its educational potential was clearly supported. These findings suggest that mnemonic-driven serious games like Medimon can effectively enhance engagement and learning in health science education, especially when aligned with real-world contexts such as space medicine.
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(This article belongs to the Special Issue Video Games: Learning, Emotions, and Motivation)
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Open AccessArticle
Evaluating Spatial Decision-Making and Player Experience in a Remote Multiplayer Augmented Reality Hide-and-Seek Game
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Yasas Sri Wickramasinghe, Heide Karen Lukosch, James Everett and Stephan Lukosch
Multimodal Technol. Interact. 2025, 9(8), 79; https://doi.org/10.3390/mti9080079 - 31 Jul 2025
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This study investigates how remote multiplayer gameplay, enabled through Augmented Reality (AR), transforms spatial decision-making and enhances player experience in a location-based augmented reality game (LBARG). A remote multiplayer handheld-based AR game was designed and evaluated on how it influences players’ spatial decision-making
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This study investigates how remote multiplayer gameplay, enabled through Augmented Reality (AR), transforms spatial decision-making and enhances player experience in a location-based augmented reality game (LBARG). A remote multiplayer handheld-based AR game was designed and evaluated on how it influences players’ spatial decision-making strategies, engagement, and gameplay experience. In a user study involving 60 participants, we compared remote gameplay in our AR game with traditional hide-and-seek. We found that AR significantly transforms traditional gameplay by introducing different spatial interactions, which enhanced spatial decision-making and collaboration. Our results also highlight the potential of AR to increase player engagement and social interaction, despite the challenges posed by the added navigation complexities. These findings contribute to the engaging design of future AR games and beyond.
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Open AccessArticle
A User-Centered Teleoperation GUI for Automated Vehicles: Identifying and Evaluating Information Requirements for Remote Driving and Assistance
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Maria-Magdalena Wolf, Henrik Schmidt, Michael Christl, Jana Fank and Frank Diermeyer
Multimodal Technol. Interact. 2025, 9(8), 78; https://doi.org/10.3390/mti9080078 - 31 Jul 2025
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Teleoperation emerged as a promising fallback for situations beyond the capabilities of automated vehicles. Nevertheless, teleoperation still faces challenges, such as reduced situational awareness. Since situational awareness is primarily built through the remote operator’s visual perception, the graphical user interface (GUI) design is
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Teleoperation emerged as a promising fallback for situations beyond the capabilities of automated vehicles. Nevertheless, teleoperation still faces challenges, such as reduced situational awareness. Since situational awareness is primarily built through the remote operator’s visual perception, the graphical user interface (GUI) design is critical. In addition to video feed, supplemental informational elements are crucial—not only for the predominantly studied remote driving, but also for emerging desk-based remote assistance concepts. This work develops a GUI for different teleoperation concepts by identifying key informational elements during the teleoperation process through expert interviews (N = 9). Following this, a static and dynamic GUI prototype was developed and evaluated in a click dummy study (N = 36). Thereby, the dynamic GUI adapts the number of displayed elements according to the teleoperation phase. Results show that both GUIs achieve good system usability scale (SUS) ratings, with the dynamic GUI significantly outperforming the static version in both usability and task completion time. However, the results might be attributable to a learning effect due to the lack of randomization. The user experience questionnaire (UEQ) score shows potential for improvement. To enhance the user experience, the GUI should be evaluated in a follow-up study that includes interaction with a real vehicle.
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Open AccessArticle
The Art Nouveau Path: Promoting Sustainability Competences Through a Mobile Augmented Reality Game
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João Ferreira-Santos and Lúcia Pombo
Multimodal Technol. Interact. 2025, 9(8), 77; https://doi.org/10.3390/mti9080077 - 29 Jul 2025
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This paper presents a qualitative case study on the design, implementation, and validation of the Art Nouveau Path, a mobile augmented reality game developed to foster sustainability competences through engagement with Aveiro’s Art Nouveau built heritage. Grounded in the GreenComp framework and
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This paper presents a qualitative case study on the design, implementation, and validation of the Art Nouveau Path, a mobile augmented reality game developed to foster sustainability competences through engagement with Aveiro’s Art Nouveau built heritage. Grounded in the GreenComp framework and developed through a Design-Based Research approach, the game integrates location-based interaction, narrative storytelling, and multimodal augmented reality and multimedia content to activate key competences such as systems thinking, futures literacy, and sustainability-oriented action. The game was validated with 33 in-service schoolteachers, both through a simulation-based training workshop and a curricular review of the game. A mixed-methods strategy was used, combining structured questionnaires, open-ended reflections, and curricular review. The findings revealed strong emotional and motivational engagement, interdisciplinary relevance, and alignment with formal education goals. Teachers emphasized the game’s capacity to connect local identity with global sustainability challenges through immersive and reflective experiences. Limitations pointed to the need for enhanced pedagogical scaffolding, clearer integration into STEAM subjects, and broader accessibility across technological contexts. This study demonstrates that these games, when grounded in competence-based frameworks and inclusive design, can meaningfully support multimodal, situated learning for sustainability and offer valuable contributions to pedagogical innovation in Education for Sustainable Development.
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Open AccessArticle
Examination of Eye-Tracking, Head-Gaze, and Controller-Based Ray-Casting in TMT-VR: Performance and Usability Across Adulthood
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Panagiotis Kourtesis, Evgenia Giatzoglou, Panagiotis Vorias, Katerina Alkisti Gounari, Eleni Orfanidou and Chrysanthi Nega
Multimodal Technol. Interact. 2025, 9(8), 76; https://doi.org/10.3390/mti9080076 - 25 Jul 2025
Abstract
Virtual reality (VR) can enrich neuropsychological testing, yet the ergonomic trade-offs of its input modes remain under-examined. Seventy-seven healthy volunteers—young (19–29 y) and middle-aged (35–56 y)—completed a VR Trail Making Test with three pointing methods: eye-tracking, head-gaze, and a six-degree-of-freedom hand controller. Completion
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Virtual reality (VR) can enrich neuropsychological testing, yet the ergonomic trade-offs of its input modes remain under-examined. Seventy-seven healthy volunteers—young (19–29 y) and middle-aged (35–56 y)—completed a VR Trail Making Test with three pointing methods: eye-tracking, head-gaze, and a six-degree-of-freedom hand controller. Completion time, spatial accuracy, and error counts for the simple (Trail A) and alternating (Trail B) sequences were analysed in 3 × 2 × 2 mixed-model ANOVAs; post-trial scales captured usability (SUS), user experience (UEQ-S), and acceptability. Age dominated behaviour: younger adults were reliably faster, more precise, and less error-prone. Against this backdrop, input modality mattered. Eye-tracking yielded the best spatial accuracy and shortened Trail A time relative to manual control; head-gaze matched eye-tracking on Trail A speed and became the quickest, least error-prone option on Trail B. Controllers lagged on every metric. Subjective ratings were high across the board, with only a small usability dip in middle-aged low-gamers. Overall, gaze-based ray-casting clearly outperformed manual pointing, but optimal choice depended on task demands: eye-tracking maximised spatial precision, whereas head-gaze offered calibration-free enhanced speed and error-avoidance under heavier cognitive load. TMT-VR appears to be accurate, engaging, and ergonomically adaptable assessment, yet it requires age-specific–stratified norms.
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(This article belongs to the Special Issue 3D User Interfaces and Virtual Reality—2nd Edition)
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Open AccessReview
Virtual Reality in Medical Education, Healthcare Education, and Nursing Education: An Overview
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Georgios Lampropoulos, Antonio del Bosque, Pablo Fernández-Arias and Diego Vergara
Multimodal Technol. Interact. 2025, 9(7), 75; https://doi.org/10.3390/mti9070075 - 20 Jul 2025
Cited by 1
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Virtual reality is increasingly used in health sciences education, including healthcare, nursing, and medical education. Hence, this study provides an overview of the use of virtual reality within healthcare education, nursing education, and medical education through the analysis of published documents from 2010
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Virtual reality is increasingly used in health sciences education, including healthcare, nursing, and medical education. Hence, this study provides an overview of the use of virtual reality within healthcare education, nursing education, and medical education through the analysis of published documents from 2010 to 2025. Based on the outcomes of this study, virtual reality emerged as an effective educational tool that can support students and health professionals. The immersive, realistic, and safe environments created in virtual reality allowed learners to enhance their knowledge and practice their skills, patient interactions, and decision-making without risking patient safety. Improvements in learning outcomes, including performance, clinical skills development, critical thinking, and knowledge acquisition were observed. Virtual reality also positively contributes toward a more holistic health sciences education as it increases students’ empathy and behavioral understanding. Finally, eight main research topics were identified and research gaps and future research directions are presented.
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Open AccessArticle
Data-Driven Adaptive Course Framework—Case Study: Impact on Success and Engagement
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Neslihan Ademi and Suzana Loshkovska
Multimodal Technol. Interact. 2025, 9(7), 74; https://doi.org/10.3390/mti9070074 - 19 Jul 2025
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Adaptive learning tailors learning to the specific needs and preferences of the learner. Although studies focusing on adaptive learning systems became popular decades ago, there is still a need for empirical evidence on the usability of adaptive learning in various educational environments. This
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Adaptive learning tailors learning to the specific needs and preferences of the learner. Although studies focusing on adaptive learning systems became popular decades ago, there is still a need for empirical evidence on the usability of adaptive learning in various educational environments. This study uses LMS log data to elucidate an adaptive course design explicitly developed for formal educational environments in higher education institutions. The framework utilizes learning analytics and machine learning techniques. Based on learners’ online engagement and tutors’ assessment of course activities, adaptive learning paths are presented to learners. To determine whether our system can increase learner engagement and prevent failures, learner success and engagement are measured during the learning process. The results show that the proposed adaptive course framework can increase course engagement and success. However, this potential depends on several factors, such as course organization, feedback, time constraints for activities, and the use of incentives.
Full article
(This article belongs to the Special Issue Online Learning to Multimodal Era: Interfaces, Analytics and User Experiences)
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Open AccessArticle
Performance and Comfort of Precise Distal Pointing Interaction in Intelligent Cockpits: The Role of Control Display Gain and Wrist Posture
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Yongmeng Wu, Ninghan Ma, Guoan Mao, Xin Li, Xiao Song, Leshao Zhang and Jinyi Zhi
Multimodal Technol. Interact. 2025, 9(7), 73; https://doi.org/10.3390/mti9070073 - 19 Jul 2025
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Using personal smart devices such as mobile phones to perform precise distal pointing in intelligent cockpits is a developing trend. The present study investigated the effects of different control display gains (CD gains) and wrist movement modalities on performance and comfort for precise
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Using personal smart devices such as mobile phones to perform precise distal pointing in intelligent cockpits is a developing trend. The present study investigated the effects of different control display gains (CD gains) and wrist movement modalities on performance and comfort for precise distal pointing interaction. Twenty healthy participants performed a precise distant pointing task with four constant CD gains (0.6, 0.8, 0.84, and 1.0), two dynamic CD gains, and two wrist movement modalities (wrist extension and rotation) by using a mobile phone as the input device. Physiological electromyographic data, task performance, and subjective questionnaire data were collected. Comparative results show that constant CD gain is superior to dynamic CD gain and that 0.8 to 1.0 is the optimum range of values. The data showed a clear and consistent trend in performance and comfort as the CD gain increased from 0.6 to 1.0, with performance and comfort becoming progressively better, reaching an optimum at 0.84. In terms of the wrist control method, the rotation mode had smaller task completion time than the extension mode. The results of this study provide a basis for the design of remote interaction using mobile phones in an intelligent cockpit.
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Open AccessArticle
Virtual Reality Applied to Design Reviews in Shipbuilding
by
Seppo Helle, Taneli Nyyssönen, Olli Heimo, Leo Sakari and Teijo Lehtonen
Multimodal Technol. Interact. 2025, 9(7), 72; https://doi.org/10.3390/mti9070072 - 15 Jul 2025
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This article describes a pilot project studying the potential benefits of using virtual reality (VR) in design reviews of cruise ship interiors. The research was conducted as part of a 2020–2022 research project targeting at sustainable shipbuilding methods. It was directly connected to
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This article describes a pilot project studying the potential benefits of using virtual reality (VR) in design reviews of cruise ship interiors. The research was conducted as part of a 2020–2022 research project targeting at sustainable shipbuilding methods. It was directly connected to an ongoing cruise ship building project, executed in cooperation with four companies constructing interiors. The goal was to use VR reviews instead of, or in addition to, constructing physical mock-up sections of the ship interiors, with expected improvements in sustainability and stakeholder communication. A number of virtual 3D models were created, imported into a virtual reality environment, and presented to customers. Experiences were collected through interviews and surveys from both the construction companies and customers. The results indicate that VR can be an efficient tool for design reviews. The designs can often be evaluated better in VR than using traditional methods. Material savings are possible by using virtual mock-ups instead of physical ones. However, it was also discovered that the visual rendering capabilities of the used software environment do not provide the realism that would be desired in some reviews. To overcome this limitation, more resources would be needed in preparing the models for VR reviews.
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Open AccessArticle
Interaction with Tactile Paving in a Virtual Reality Environment: Simulation of an Urban Environment for People with Visual Impairments
by
Nikolaos Tzimos, Iordanis Kyriazidis, George Voutsakelis, Sotirios Kontogiannis and George Kokkonis
Multimodal Technol. Interact. 2025, 9(7), 71; https://doi.org/10.3390/mti9070071 - 14 Jul 2025
Abstract
Blindness and low vision are increasing serious public health issues that affect a significant percentage of the population worldwide. Vision plays a crucial role in spatial navigation and daily activities. Its reduction or loss creates numerous challenges for an individual. Assistive technology can
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Blindness and low vision are increasing serious public health issues that affect a significant percentage of the population worldwide. Vision plays a crucial role in spatial navigation and daily activities. Its reduction or loss creates numerous challenges for an individual. Assistive technology can enhance mobility and navigation in outdoor environments. In the field of orientation and mobility training, technologies with haptic interaction can assist individuals with visual impairments in learning how to navigate safely and effectively using the sense of touch. This paper presents a virtual reality platform designed to support the development of navigation techniques within a safe yet realistic environment, expanding upon existing research in the field. Following extensive optimization, we present a visual representation that accurately simulates various 3D tile textures using graphics replicating real tactile surfaces. We conducted a user interaction study in a virtual environment consisting of 3D navigation tiles enhanced with tactile textures, placed appropriately for a real-world scenario, to assess user performance and experience. This study also assess the usability and user experience of the platform. We hope that the findings will contribute to the development of new universal navigation techniques for people with visual impairments.
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(This article belongs to the Special Issue Multimodal User Interfaces and Experiences: Challenges, Applications, and Perspectives—2nd Edition)
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