Advances and Perspectives in Human-Computer Interaction—2nd Edition

A special issue of Future Internet (ISSN 1999-5903). This special issue belongs to the section "Big Data and Augmented Intelligence".

Deadline for manuscript submissions: 30 November 2025 | Viewed by 3477

Special Issue Editors


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Department of Informatics and Computer Engineering, University of West Attica, 12243 Egaleo, Greece
Interests: e-learning; open educational resources (OERs); learning outcomes; competence and skill modeling for strengthening LLL; mobility and training to employment pathways; open data and analytics for e-research
Special Issues, Collections and Topics in MDPI journals
Department of Computer Science, University of the Philippines Diliman, Quezon 3113, Philippines
Interests: software engineering; artificial intelligence; software services; HCI
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Human–computer interaction (HCI) is a multidisciplinary topic of research that focuses on computer technology design and, in particular, the interaction between humans and computers. HCI began with computers and has since grown to encompass nearly all aspects of information technology design.

The aim of HCI has been placed on interaction technologies as well as the design of user interfaces toward establishing an enhanced user experience (UX).

The constant advancements in  technology as well as the pervasiveness of an increasing number of devices offering a range of possibilities in intelligent systems necessitate the development of new and sophisticated interaction approaches. Intelligent HCI and UXs, human-centered characteristics, and intelligence in reasoning and diagnostic processes may all be found in the above interaction approaches. Efforts to strengthen HCI have dominated research in recent decades. Despite the growing study interest, more research into these areas is still needed.

Toward this direction, this Special Issue is soliciting original research papers as well as review articles and short communications in specific relevant areas. The topics of interest include, but are not limited to, the following:

  • HCI design and paradigms;
  • Tangible user interfaces;
  • Adaptive user interfaces;
  • Extended reality interfaces and systems;
  • Usability and user experience evaluation;
  • User-centered and intelligent systems;
  • Mobile and ubiquitous computing systems;
  • Future mobile and ubiquitous computing systems for effective and
    efficient HCI;
  • Future distributed infrastructures for effective and efficient HCI;
  • Edge computing and the cloud continuum for effective and efficient HCI.

Dr. Christos Troussas
Dr. Akrivi Krouska
Prof. Dr. Cleo Sgouropoulou
Dr. Jaime Caro
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Future Internet is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1600 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • HCI
  • user experience
  • user-centered design
  • multimodal interfaces
  • interaction technologies
  • usability
  • virtual reality
  • augmented reality

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Related Special Issue

Published Papers (4 papers)

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Research

22 pages, 2477 KiB  
Article
Reinforcement Learning-Based Dynamic Fuzzy Weight Adjustment for Adaptive User Interfaces in Educational Software
by Christos Troussas, Akrivi Krouska, Phivos Mylonas and Cleo Sgouropoulou
Future Internet 2025, 17(4), 166; https://doi.org/10.3390/fi17040166 - 9 Apr 2025
Viewed by 292
Abstract
Adaptive educational systems are essential for addressing the diverse learning needs of students by dynamically adjusting instructional content and user interfaces (UI) based on real-time performance. Traditional adaptive learning environments often rely on static fuzzy logic rules, which lack the flexibility to evolve [...] Read more.
Adaptive educational systems are essential for addressing the diverse learning needs of students by dynamically adjusting instructional content and user interfaces (UI) based on real-time performance. Traditional adaptive learning environments often rely on static fuzzy logic rules, which lack the flexibility to evolve with learners’ changing behaviors. To address this limitation, this paper presents an adaptive UI system for educational software in Java programming, integrating fuzzy logic and reinforcement learning (RL) to personalize learning experiences. The system consists of two main modules: (a) the Fuzzy Inference Module, which classifies learners into Fast, Moderate, or Slow categories based on triangular membership functions, and (b) the Reinforcement Learning Optimization Module, which dynamically adjusts the fuzzy membership function thresholds to enhance personalization over time. By refining the timing and necessity of UI modifications, the system optimizes hints, difficulty levels, and structured guidance, ensuring interventions are neither premature nor delayed. The system was evaluated in educational software for Java programming, with 100 postgraduate students. The evaluation, based on learning efficiency, engagement, and usability metrics, demonstrated promising results, particularly for slow and moderate learners, confirming that reinforcement learning-driven fuzzy weight adjustments significantly improve adaptive UI effectiveness. Full article
(This article belongs to the Special Issue Advances and Perspectives in Human-Computer Interaction—2nd Edition)
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14 pages, 8055 KiB  
Article
A Comparative Study of the User Interaction Behavior and Experience in a Home-Oriented Multi-User Interface (MUI) During Family Collaborative Cooking
by Mengcai Zhou, Minglun Li, Kenta Ono and Makoto Watanabe
Future Internet 2024, 16(12), 478; https://doi.org/10.3390/fi16120478 - 20 Dec 2024
Cited by 1 | Viewed by 545
Abstract
This study sought to ascertain the necessity of crafting specialized multi-user interfaces for scenarios involving multiple users and to provide guidance for the design of multi-user human–computer interactions by identifying the disparities in the interaction behavior and user experience when employing a conventional [...] Read more.
This study sought to ascertain the necessity of crafting specialized multi-user interfaces for scenarios involving multiple users and to provide guidance for the design of multi-user human–computer interactions by identifying the disparities in the interaction behavior and user experience when employing a conventional one-user interface (OUI) recipe versus a multi-user interface (MUI) recipe in the context of family collaborative cooking. To address this objective, this study employed a before-and-after comparison approach. Subsequently, adult users submitted self-assessments of their experiences using the OUI and MUI. The evaluation tools included a user experience survey questionnaire and a Likert seven-point scale, including aspects such as visual confirmation, content, operation, and satisfaction. Post-experiment interviews were also conducted with family members. The MUI exhibited greater effectiveness in terms of visual confirmation, with the “layout” assuming a role analogous to that of “text” in facilitating visual confirmation. Moreover, the operation of the MUI was found to be somewhat enjoyable. Nevertheless, no significant disparities were observed between the OUI group and the MUI group concerning content readability and most operational aspects. Furthermore, the users described their satisfaction with the MUI to be superior to that of the OUI, offering fun, convenience, and a clear appearance. Findings from my research clearly demonstrate that it is both valuable and essential to design a dedicated MUI. Full article
(This article belongs to the Special Issue Advances and Perspectives in Human-Computer Interaction—2nd Edition)
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21 pages, 22783 KiB  
Article
A Latency Composition Analysis for Telerobotic Performance Insights Across Various Network Scenarios
by Nick Bray, Matthew Boeding, Michael Hempel, Hamid Sharif, Tapio Heikkilä, Markku Suomalainen and Tuomas Seppälä
Future Internet 2024, 16(12), 457; https://doi.org/10.3390/fi16120457 - 4 Dec 2024
Cited by 1 | Viewed by 1103
Abstract
Telerobotics involves the operation of robots from a distance, often using advanced communication technologies combining wireless and wired technologies and a variety of protocols. This application domain is crucial because it allows humans to interact with and control robotic systems safely and from [...] Read more.
Telerobotics involves the operation of robots from a distance, often using advanced communication technologies combining wireless and wired technologies and a variety of protocols. This application domain is crucial because it allows humans to interact with and control robotic systems safely and from a distance, often performing activities in hazardous or inaccessible environments. Thus, by enabling remote operations, telerobotics not only enhances safety but also expands the possibilities for medical and industrial applications. In some use cases, telerobotics bridges the gap between human skill and robotic precision, making the completion of complex tasks requiring high accuracy possible without being physically present. With the growing availability of high-speed networks around the world, especially with the advent of 5G cellular technologies, applications of telerobotics can now span a gamut of scenarios ranging from remote control in the same room to robotic control across the globe. However, there are a variety of factors that can impact the control precision of the robotic platform and user experience of the teleoperator. One such critical factor is latency, especially across large geographical areas or complex network topologies. Consequently, military telerobotics and remote operations, for example, rely on dedicated communications infrastructure for such tasks. However, this creates a barrier to entry for many other applications and domains, as the cost of dedicated infrastructure would be prohibitive. In this paper, we examine the network latency of robotic control over shared network resources in a variety of network settings, such as a local network, access-controlled networks through Wi-Fi and cellular, and a remote transatlantic connection between Finland and the United States. The aim of this study is to quantify and evaluate the constituent latency components that comprise the control feedback loop of this telerobotics experience—of a camera feed for an operator to observe the telerobotic platform’s environment in one direction and the control communications from the operator to the robot in the reverse direction. The results show stable average round-trip latency of 6.6 ms for local network connection, 58.4 ms when connecting over Wi-Fi, 115.4 ms when connecting through cellular, and 240.7 ms when connecting from Finland to the United States over a VPN access-controlled network. These findings provide a better understanding of the capabilities and performance limitations of conducting telerobotics activities over commodity networks, and lay the foundation of our future work to use these insights for optimizing the overall user experience and the responsiveness of this control loop. Full article
(This article belongs to the Special Issue Advances and Perspectives in Human-Computer Interaction—2nd Edition)
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20 pages, 4716 KiB  
Article
TasksZE: A Task-Based and Challenge-Based Math Serious Game Using Facial Emotion Recognition
by Humberto Marín-Vega, Giner Alor-Hernández, Maritza Bustos-López, Jonathan Hernández-Capistran, Norma Leticia Hernández-Chaparro and Sergio David Ixmatlahua-Diaz
Future Internet 2024, 16(12), 440; https://doi.org/10.3390/fi16120440 - 25 Nov 2024
Viewed by 975
Abstract
Serious games play a significant role in the teaching and learning process by focusing on educational objectives rather than purely on entertainment. By addressing specific educational needs, these games provide targeted learning experiences. The integration of emotion recognition technology into serious games can [...] Read more.
Serious games play a significant role in the teaching and learning process by focusing on educational objectives rather than purely on entertainment. By addressing specific educational needs, these games provide targeted learning experiences. The integration of emotion recognition technology into serious games can further enhance teaching and learning by identifying areas where students may need additional support, The integration of emotion recognition into a serious game facilitates the learning of mathematics by allowing the identification of emotional impact on learning and the creation of a tailored learning experience for the student. This study proposes a challenge-based and task-based math serious game that integrates facial emotion recognition named TasksZE. TasksZE introduces a novel approach by adjusting gameplay based on detected emotions, which includes real-time emotion analysis and the cross-validation of emotions. We conducted a usability evaluation of the game using the System Usability Scale (SUS) as a reference, and the results indicate that the students feel that TasksZE is easy to use, the functions are well integrated, and most people can learn to use it very quickly. The students answered that they would use this system frequently since they felt motivated by game attributes, rewards, and level progression. These elements contributed to a more engaging and effective learning experience. Full article
(This article belongs to the Special Issue Advances and Perspectives in Human-Computer Interaction—2nd Edition)
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