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  • Review
  • Open Access
111 Citations
195,329 Views
30 Pages

Technology has become integral to children’s lives, impacting many aspects, from academic to socialization. Children of today’s generation are growing up with digital devices, such as mobile phones, iPads, computers, video games, and smar...

(This article belongs to the Topic Youth Engagement in Social Media in the Post COVID-19 Era)
  • Article
  • Open Access
145 Citations
142,682 Views
22 Pages

This paper introduces a design-focused typology of psychological human needs that includes 13 fundamental needs and 52 sub-needs (four for each fundamental need). The typology was developed to provide a practical understanding of psychological needs...

(This article belongs to the Special Issue Frameworks and Methods to Design for Positive User Experience and Wellbeing)
  • Systematic Review
  • Open Access
224 Citations
121,399 Views
19 Pages

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 (publicatio...

(This article belongs to the Special Issue Online Learning to Multimodal Era: Interfaces, Analytics and User Experiences)
  • Article
  • Open Access
141 Citations
63,020 Views
15 Pages

Neuro Linguistic Programming (NLP) is a collection of techniques for personality development. Meta programmes, which are habitual ways of inputting, sorting and filtering the information found in the world around us, are a vital factor in NLP. Differ...

  • Review
  • Open Access
279 Citations
45,565 Views
20 Pages

Today, virtual reality and immersive environments are lines of research which can be applied to numerous scientific and educational domains. Immersive digital media needs new approaches regarding its interactive and immersive features, which means th...

(This article belongs to the Special Issue Virtual Reality and Games)
  • Review
  • Open Access
349 Citations
37,344 Views
29 Pages

A Review of Heritage Building Information Modeling (H-BIM)

  • Facundo José López,
  • Pedro M. Lerones,
  • José Llamas,
  • Jaime Gómez-García-Bermejo and
  • Eduardo Zalama

Many projects concerning the protection, conservation, restoration, and dissemination of cultural heritage are being carried out around the world due to its growing interest as a driving force of socio-economic development. The existence of reliable,...

(This article belongs to the Special Issue Digital Cultural Heritage)
  • Review
  • Open Access
240 Citations
34,579 Views
14 Pages

Augmented reality (AR) enables an interactive experience with the real world where real-world objects are enhanced with computer-generated perceptual information. Twenty-five years have passed since the first AR application designed exclusively to be...

(This article belongs to the Special Issue Theoretical and Pedagogical Perspectives on Augmented Reality)
  • Article
  • Open Access
61 Citations
28,507 Views
34 Pages

A Survey on the Procedural Generation of Virtual Worlds

  • Jonas Freiknecht and
  • Wolfgang Effelsberg

This survey presents algorithms for the automatic generation of content for virtual worlds, in particular for games. After a definition of the term procedural content generation, the algorithms to generate realistic objects such as landscapes and veg...

(This article belongs to the Special Issue Virtual Reality and Games)
  • Review
  • Open Access
95 Citations
28,105 Views
32 Pages

Multimodal Interaction, Interfaces, and Communication: A Survey

  • Elias Dritsas,
  • Maria Trigka,
  • Christos Troussas and
  • Phivos Mylonas

Multimodal interaction is a transformative human-computer interaction (HCI) approach that allows users to interact with systems through various communication channels such as speech, gesture, touch, and gaze. With advancements in sensor technology an...

(This article belongs to the Special Issue Multimodal User Interfaces and Experiences: Challenges, Applications, and Perspectives—2nd Edition)
  • Systematic Review
  • Open Access
49 Citations
28,096 Views
28 Pages

In the modern digital landscape, parental involvement in shaping children’s internet usage has gained unprecedented importance. This research delves into the evolving trends of parental mediation concerning children’s internet activities....

  • Review
  • Open Access
67 Citations
28,063 Views
10 Pages

Augmented Reality Video Games: New Possibilities and Implications for Children and Adolescents

  • Prithwijit Das,
  • Meng’ou Zhu,
  • Laura McLaughlin,
  • Zaid Bilgrami and
  • Ruth L. Milanaik

In recent years, the video game market has embraced augmented reality video games, a class of video games that is set to grow as gaming technologies develop. Given the widespread use of video games among children and adolescents, the health implicati...

(This article belongs to the Special Issue Virtual Reality and Games)
  • Review
  • Open Access
480 Citations
27,659 Views
12 Pages

In this review the application of deep learning for medical diagnosis is addressed. A thorough analysis of various scientific articles in the domain of deep neural networks application in the medical field has been conducted. More than 300 research a...

  • Review
  • Open Access
302 Citations
27,430 Views
17 Pages

The latest technical and interaction advancements that took place in the Virtual Reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. Although the latest advancements in VR locomotion have raised the interest of both...

  • Systematic Review
  • Open Access
26 Citations
26,281 Views
26 Pages

Managing ADHD Symptoms in Children Through the Use of Various Technology-Driven Serious Games: A Systematic Review

  • Aikaterini Doulou,
  • Pantelis Pergantis,
  • Athanasios Drigas and
  • Charalampos Skianis

Children with attention deficit hyperactivity disorder (ADHD) frequently experience impairments in a range of abilities. Due to their poor attention and concentration, they find it challenging to stay focused when learning. They need help to retain t...

  • Article
  • Open Access
158 Citations
25,991 Views
12 Pages

On the Design of Virtual Reality Learning Environments in Engineering

  • Diego Vergara,
  • Manuel Pablo Rubio and
  • Miguel Lorenzo

Currently, the use of virtual reality (VR) is being widely applied in different fields, especially in computer science, engineering, and medicine. Concretely, the engineering applications based on VR cover approximately one half of the total number o...

(This article belongs to the Special Issue Virtual Reality and Games)
  • Article
  • Open Access
43 Citations
25,969 Views
21 Pages

A Comparative Study of Skeuomorphic and Flat Design from a UX Perspective

  • Konstantinos Spiliotopoulos,
  • Maria Rigou and
  • Spiros Sirmakessis

A key factor influencing the effectiveness of a user interface is the usability resulting from its design, and the overall experience generated while using it, through any kind of device. The two main design trends that prevail in the field of user i...

  • Article
  • Open Access
77 Citations
24,859 Views
19 Pages

User Experience (UX) describes the holistic experience of a user before, during, and after interaction with a platform, product, or service. UX adds value and attraction to their sole functionality and is therefore highly relevant for firms. The incr...

(This article belongs to the Special Issue Understanding UX through Implicit and Explicit Feedback)
  • Article
  • Open Access
171 Citations
23,835 Views
20 Pages

Current advancements in music technology enable the creation of customized Digital Musical Instruments (DMIs). This paper presents a systematic review of Accessible Digital Musical Instruments (ADMIs) in inclusive music practice. History of research...

  • Review
  • Open Access
112 Citations
22,991 Views
34 Pages

Technologies for Multimodal Interaction in Extended Reality—A Scoping Review

  • Ismo Rakkolainen,
  • Ahmed Farooq,
  • Jari Kangas,
  • Jaakko Hakulinen,
  • Jussi Rantala,
  • Markku Turunen and
  • Roope Raisamo

When designing extended reality (XR) applications, it is important to consider multimodal interaction techniques, which employ several human senses simultaneously. Multimodal interaction can transform how people communicate remotely, practice for tas...

(This article belongs to the Special Issue Feature Papers of MTI in 2021)
  • Review
  • Open Access
115 Citations
22,521 Views
22 Pages

Augmented reality (AR) has recently become a worldwide research topic. AR technology renders intuitive computer-generated contents on users’ physical surroundings. To improve process efficiency and productivity, researchers and developers have paid i...

(This article belongs to the Special Issue Recent Advances in Augmented Reality)
  • Review
  • Open Access
175 Citations
21,731 Views
20 Pages

Augmented reality is a field with a versatile range of applications used in many fields including recreation and education. Continually developing technology spanning the last decade has drastically improved the viability for augmented reality projec...

  • Article
  • Open Access
21 Citations
21,543 Views
16 Pages

In recent years, the integration of technology into education has significantly transformed teaching methods, especially in science education. Tools like PhET simulations have proven highly effective in enhancing student engagement and comprehension....

(This article belongs to the Special Issue Innovative Theories and Practices for Designing and Evaluating Inclusive Educational Technology and Online Learning)
  • Article
  • Open Access
112 Citations
21,474 Views
29 Pages

Current Challenges and Future Research Directions in Augmented Reality for Education

  • Muhammad Zahid Iqbal,
  • Eleni Mangina and
  • Abraham G. Campbell

The progression and adoption of innovative learning methodologies signify that a respective part of society is open to new technologies and ideas and thus is advancing. The latest innovation in teaching is the use of Augmented Reality (AR). Applicati...

(This article belongs to the Topic Augmented and Mixed Reality)
  • Review
  • Open Access
195 Citations
21,469 Views
24 Pages

Review of Deep Learning Methods in Robotic Grasp Detection

  • Shehan Caldera,
  • Alexander Rassau and
  • Douglas Chai

For robots to attain more general-purpose utility, grasping is a necessary skill to master. Such general-purpose robots may use their perception abilities to visually identify grasps for a given object. A grasp describes how a robotic end-effector ca...

  • Review
  • Open Access
127 Citations
21,299 Views
46 Pages

This scoping review examines the broad applications, risks, and ethical challenges associated with Extended Reality (XR) technologies, including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), within the context of Metaverse. XR...

(This article belongs to the Special Issue Multimodal User Interfaces and Experiences: Challenges, Applications, and Perspectives—2nd Edition)
  • Article
  • Open Access
92 Citations
20,897 Views
15 Pages

Food-tracking apps constitute a major category of the thousands of food-related apps now available. They are promoted as helping users monitor and measure their food consumption to improve their health or to lose weight. In this article, I present si...

  • Article
  • Open Access
37 Citations
20,666 Views
22 Pages

Technology plays an essential role in shaping youth’s communication and social interactions in online multiplayer games. Due to physical distancing restrictions during the COVID-19 global pandemic, online multiplayer games like Minecraft and Roblox a...

  • Article
  • Open Access
34 Citations
19,626 Views
39 Pages

Social robots are being designed to help support people’s well-being in domestic and public environments. To address increasing incidences of psychological and emotional difficulties such as loneliness, and a shortage of human healthcare worker...

(This article belongs to the Special Issue Emotions in Robots: Embodied Interaction in Social and Non-Social Environments)
  • Article
  • Open Access
54 Citations
19,566 Views
18 Pages

While some theories, such as the Media Equation, suggest that men will evaluate sex robots to be attractive, other assumptions (e.g., biases of norm adherence) would contradict this hypothesis. Therefore, the present study aimed at empirically compar...

(This article belongs to the Special Issue Love and Sex with Robots)
  • Review
  • Open Access
67 Citations
19,357 Views
29 Pages

As technologies diversify and become embedded in everyday lives, the technologies we expose to animals, and the new technologies being developed for animals within the field of Animal Computer Interaction (ACI) are increasing. As we approach seven ye...

  • Review
  • Open Access
51 Citations
17,770 Views
49 Pages

Multimodal human–computer interaction (HCI) systems pledge a more human–human-like interaction between machines and humans. Their prowess in emanating an unambiguous information exchange between the two makes these systems more reliable,...

  • Article
  • Open Access
102 Citations
17,526 Views
31 Pages

A multitude of challenges comes into play when attempting to design (and evaluate) an interactive digital storytelling experience for use by visitors in a museum. This paper reports on the evaluation of the prototype mobile-based storytelling “...

(This article belongs to the Special Issue Digital Cultural Heritage)
  • Review
  • Open Access
58 Citations
17,283 Views
29 Pages

The combination of artificial intelligence with extended reality technologies can significantly impact the educational domain. This study aims to present an overview regarding the combination of artificial intelligence with augmented reality and virt...

(This article belongs to the Special Issue Innovative Theories and Practices for Designing and Evaluating Inclusive Educational Technology and Online Learning)
  • Article
  • Open Access
18 Citations
17,182 Views
21 Pages

The Role of Steps and Game Elements in Gamified Fitness Tracker Apps: A Systematic Review

  • Aatish Neupane,
  • Derek Hansen,
  • Jerry Alan Fails and
  • Anud Sharma

This article reviews 103 gamified fitness tracker apps (Android and iOS) that incorporate step count data into gameplay. Games are labeled with a set of 13 game elements as well as meta-data from the app stores (e.g., avg rating, number of reviews)....

(This article belongs to the Special Issue Personal Health, Fitness Technologies, and Games)
  • Article
  • Open Access
64 Citations
16,914 Views
15 Pages

Following the Digital Revolution, we are witnessing an increase in the number of manipulated sources of information. For this reason, virtual environments can be a breeding ground for the proliferation of prejudices and stereotypes, resulting from th...

  • Article
  • Open Access
109 Citations
16,621 Views
18 Pages

Controller-Free Hand Tracking for Grab-and-Place Tasks in Immersive Virtual Reality: Design Elements and Their Empirical Study

  • Alexander Masurovsky,
  • Paul Chojecki,
  • Detlef Runde,
  • Mustafa Lafci,
  • David Przewozny and
  • Michael Gaebler

Hand tracking enables controller-free interaction with virtual environments, which can, compared to traditional handheld controllers, make virtual reality (VR) experiences more natural and immersive. As naturalness hinges on both technological and us...

  • Article
  • Open Access
29 Citations
16,116 Views
22 Pages

Social loafing, the act of withholding effort in teams, has been identified as an important problem in virtual teams. A lack of social control and the inability to observe or trust that others are fulfilling their commitments are often cited as major...

  • Review
  • Open Access
23 Citations
16,044 Views
22 Pages

Autism affects how people perceive and make sense of the world around them. Autism is a spectrum condition which impacts people in different ways. Also referred to as Autism Spectrum Disorder (ASD), it is characterized by challenges in the domains of...

  • Article
  • Open Access
64 Citations
16,014 Views
22 Pages

Creative Use of OpenAI in Education: Case Studies from Game Development

  • Fiona French,
  • David Levi,
  • Csaba Maczo,
  • Aiste Simonaityte,
  • Stefanos Triantafyllidis and
  • Gergo Varda

Educators and students have shown significant interest in the potential for generative artificial intelligence (AI) technologies to support student learning outcomes, for example, by offering personalized experiences, 24 h conversational assistance,...

(This article belongs to the Topic Interactive Artificial Intelligence and Man-Machine Communication)
  • Article
  • Open Access
72 Citations
15,991 Views
20 Pages

Psycho-physiological analysis has gained greater attention in the last few decades in various fields including multimodal systems. Researchers use psychophysiological feedback devices such as skin conductance (SC), Electroencephalography (EEG) and El...

  • Review
  • Open Access
34 Citations
15,965 Views
19 Pages

Multimodal interaction refers to situations where users are provided with multiple modes for interacting with systems. Researchers are working on multimodality solutions in several domains. The focus of this paper is within the domain of navigation s...

  • Review
  • Open Access
126 Citations
15,921 Views
25 Pages

A Systematic Review of Adaptivity in Human-Robot Interaction

  • Muneeb Ahmad,
  • Omar Mubin and
  • Joanne Orlando

As the field of social robotics is growing, a consensus has been made on the design and implementation of robotic systems that are capable of adapting based on the user actions. These actions may be based on their emotions, personality or memory of p...

  • Article
  • Open Access
70 Citations
15,919 Views
24 Pages

Enhancing Operational Police Training in High Stress Situations with Virtual Reality: Experiences, Tools and Guidelines

  • Olivia Zechner,
  • Lisanne Kleygrewe,
  • Emma Jaspaert,
  • Helmut Schrom-Feiertag,
  • R. I. Vana Hutter and
  • Manfred Tscheligi

Virtual Reality (VR) provides great opportunities for police officers to train decision-making and acting (DMA) in cognitively demanding and stressful situations. This paper presents a summary of findings from a three-year project, including requirem...

(This article belongs to the Special Issue Virtual Reality and Augmented Reality)
  • Systematic Review
  • Open Access
14 Citations
15,905 Views
61 Pages

Background/Objectives: This systematic review examines neuroplasticity-informed approaches to learning under cognitive load, synthesizing evidence from functional imaging, brain stimulation, and educational technology research. As digital learning en...

(This article belongs to the Special Issue Innovative Theories and Practices for Designing and Evaluating Inclusive Educational Technology and Online Learning)
  • Article
  • Open Access
39 Citations
15,711 Views
16 Pages

Vocabulary learning has been traditionally considered central to second language learning. It may take place either intentionally, by means of deliberate attempts to commit factual information to memory, or incidentally, as a consequence of other cog...

(This article belongs to the Special Issue Innovations in Game-Based Learning)
  • Article
  • Open Access
22 Citations
15,363 Views
20 Pages

As technology has explosively and globally revolutionized the teaching and learning processes at educational institutions, enormous and innovative technological developments, along with their tools and applications, have recently invaded the educatio...

  • Article
  • Open Access
33 Citations
15,313 Views
16 Pages

The deployment of augmented reality (AR) has attracted educators’ interest and introduced new opportunities in education. Additionally, the advancement of artificial intelligence has enabled educational researchers to apply innovative methods and tec...

(This article belongs to the Special Issue Theoretical and Pedagogical Perspectives on Augmented Reality)
  • Article
  • Open Access
39 Citations
15,276 Views
21 Pages

This paper critically explores what it means to Design for Embodied Being-in-the-world (D4EB). It aims to uncover what this perspective means for designing hybrids, the new interactive physical-digital artefacts developed in wearable, tangible and ub...

(This article belongs to the Special Issue Designing for the Body)
  • Article
  • Open Access
60 Citations
14,759 Views
21 Pages

The exigency of emotion recognition is pushing the envelope for meticulous strategies of discerning actual emotions through the use of superior multimodal techniques. This work presents a multimodal automatic emotion recognition (AER) framework capab...

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Multimodal Technol. Interact. - ISSN 2414-4088