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Advanced Cutting-Edge Research on Applied Research on Human-Computer Interaction

A special issue of Sustainability (ISSN 2071-1050).

Deadline for manuscript submissions: closed (10 November 2023) | Viewed by 7532

Special Issue Editors


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Guest Editor
Department of Systems, FIET University of Cauca, Campus Tulcan, Popayán 760042, Colombia
Interests: Computer-Supported Collaborative Learning (CSCL); Human–Computer Interaction (HCI); Computer-Supported Cooperative Work (CSCW); ICT in education
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Hochschule Ruhr West, University of Applied Sciences, Lützowstraße 5, 46236 Bottrop, Germany
Interests: human–computer interaction (HCI); positive computing; automotive HMI; UX design for AR

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Guest Editor
Hochschule Ruhr West, University of Applied Sciences, Lützowstraße 5, 46236 Bottrop, Germany
Interests: human factors; diversity studies; VR/AR; computational thinking

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Guest Editor
Prosperkolleg e.V., 46236 Bottrop, Germany
Interests: digitization; artificial intelligence; computer vision; sustainability and circular economy

Special Issue Information

Dear Colleagues,

Human-computer interaction (HCI) as a topic is fundamentally simple. There is a person of some sort who wants to do some task. What makes the activity HCI is inserting a mediating computer. In principle, our person could have done the task without the computer. Such cases are not quite HCI. They do use intermediary tools or machines, and the process of their design and the facts of their use bear resemblance to those of HCI. In fact, they fit into HCI’s unique discipline of human factors. However, it is the computer, and the process of contingent interaction the computer renders possible, that makes HCI distinctive.

HCI-related development is entering a new era, which demands new technologies to support the rapid development of Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR) applications. Current cutting edge technologies, which include brain-computer interface (BCI), image and vision computing, artificial intelligence, etc., have made an impact on HCI applications. Challenges exist in conception and technology, but also new methods and tools have to be thought up, for example, in participatory design.

This Special Issue aims to gather experts and scholars from related fields to present and share their recent research on HCI and brain informatics related applications. The purpose of this Special Issue is to provide a forum for discussion and interaction among researchers with interests in the cutting edge techniques of HCI and artificial intelligence applications, in particular, the rapid growth of AR/VR/AI applications. Participants are invited to submit papers in all areas of AI- and knowledge-based approaches, particularly in the area of brain informatics.

The Ibero-American Conference on HumanComputer Interaction (HCI) has been organized annually by the HCI-Collab Network since 2015, bringing together Researchers, Professors, Professionals, Undergraduate and Graduate Students linked to the Computer Science discipline to discuss ideas behind Human-Computer Interaction (HCI) from within an Ibero-American context. The 9th edition will be held in Universidad Nacional de La Matanza, in Buenos Aires, Argentina, from September 13th to 15th 2023; we wish to encourage Researchers and Undergraduate and Graduate Students from Latin America to attend and explore the technological relevance of HCI and its impact on other disciplines. That is why the Conference will have as its main axis the "Transversality of Human-Computer Interaction: impact on multiple disciplines". For this Special Issue, we will invite authors of some of the best papers from the Ibero-American Conference on HumanComputer Interaction to send extended versions.

Topics of Interest

In the proposed Special Issue, research topics of interest include, but not limited to:

  • Artificial Intelligence;
  • AR/VR and its applications;
  • Big Data analysis for HCI;
  • Brain informatics;
  • Cloud computing for city brain;
  • Cloud-based health informatics;
  • Data mining and analytics;
  • EEG/MRI technologies for brain informatics;
  • Knowledge representation and reasoning;
  • Methods and tools for human-centered design methods for AR/VR or AI-based systems;
  • Online data analysis;
  • Pattern recognition and computer vision;
  • Virtual reality for education.

Prof. Dr. César A. Collazos
Prof. Dr. Stefan Geisler
Prof. Dr. Sabrina C. Eimler
Prof. Dr. Uwe Handmann
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. Sustainability is an international peer-reviewed open access semimonthly 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 2400 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

  • human-computer interaction (HCI) research
  • VR and AR in HCI
  • ethics in HCI

Published Papers (3 papers)

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Research

15 pages, 7254 KiB  
Article
Developing 360° Virtual Tours for Promoting Tourism in Natural Parks in Chile
by Yazmina Stappung, Camila Aliaga, Jorge Cartes, Liza Jego, José Antonio Reyes-Suárez, Nicolas A. Barriga and Felipe Besoain
Sustainability 2023, 15(22), 16043; https://doi.org/10.3390/su152216043 - 17 Nov 2023
Cited by 1 | Viewed by 854
Abstract
In recent years, the tourism industry has undergone substantial transformations, integrating new technology to lead to a new era termed Tourism 4.0. These innovations enhance the customer’s travel experience. An emerging trend in travel technology is the application of virtual and augmented reality, [...] Read more.
In recent years, the tourism industry has undergone substantial transformations, integrating new technology to lead to a new era termed Tourism 4.0. These innovations enhance the customer’s travel experience. An emerging trend in travel technology is the application of virtual and augmented reality, facilitating virtual tours that allow tourists to explore destinations without physically being there. We present the experience of developing 360 virtual tours for reserves and natural parks across the four provinces of the Maule Region in Chile including information, 360 images and videos, as well as several other interactions. A descriptive and correlational analysis was carried out with a total of 147 participants that evaluated the virtual tour, showing a positive correlation between the perceived attractiveness of the 360 experience and behavioral intention. Participants had an overall positive perception of the virtual experience; they found it involving and attractive, felt immersed in the environment, and were able to make decisions and interact with static and dynamic objects. The contributions of the present work are as follows: the process and what has been learned and can be recommended based on the experience for developing 360 virtual tours, combining dynamic and stationary elements in 360 in a virtual experience, and the results of an exploratory study that present the interaction with and user perceptions of the virtual environment. Full article
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47 pages, 18281 KiB  
Article
CollabABILITY Cards: Supporting Researchers and Educators to Co-Design Computer-Supported Collaborative Learning Activities for Deaf Children
by Leandro Flórez-Aristizábal, César Alberto Collazos, Sandra Cano and Andrés Solano
Sustainability 2022, 14(22), 14703; https://doi.org/10.3390/su142214703 - 08 Nov 2022
Cited by 1 | Viewed by 1300
Abstract
Implementing Collaborative Learning (CL) activities to support the education of children is something that must be carefully designed to achieve the desired goals since just having a group of children working on the same activity does not guarantee proper collaboration. It is something [...] Read more.
Implementing Collaborative Learning (CL) activities to support the education of children is something that must be carefully designed to achieve the desired goals since just having a group of children working on the same activity does not guarantee proper collaboration. It is something that goes from defining the profile of the students to structuring the collaboration according to the learning objectives, the number of children per group, roles defined, and shared resources among others. Designing Computer-Supported Collaborative Learning (CSCL) activities may be even harder to achieve when collaboration is trying to be accomplished by children with some kind of disability due to differences in the way they communicate or understand the world around them, which is why in this study we decided to focus on designing CSCL activities for deaf children. Since there is not a clear path in the literature to achieve effective collaboration among deaf learners, we propose four stages to be followed through a set of 27 cards that were designed to guide designers/developers and educators through the process of co-designing such activities. The cards were implemented in such a way that they were easy to follow along with, with templates that allowed designers of the CL activity to register all the information related to it. Digital and printed versions of the cards were evaluated by researchers and educators with satisfactory results and a prototype for mobile devices was developed and tested by children through individual and collaborative learning activities. Full article
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24 pages, 5412 KiB  
Article
User Interface Design Patterns for Infotainment Systems Based on Driver Distraction: A Colombian Case Study
by Juan Alarcón, Isabela Balcázar, César A. Collazos, Huizilopoztli Luna and Fernando Moreira
Sustainability 2022, 14(13), 8186; https://doi.org/10.3390/su14138186 - 05 Jul 2022
Cited by 3 | Viewed by 2979
Abstract
In this paper, we present a set of nine user interface design patterns for in-vehicle infotainment systems centered on the content, interaction mode, style, shortcuts, and notifications of the system, which are built based on both theoretical support and an empirical pattern finding [...] Read more.
In this paper, we present a set of nine user interface design patterns for in-vehicle infotainment systems centered on the content, interaction mode, style, shortcuts, and notifications of the system, which are built based on both theoretical support and an empirical pattern finding process. This empirical process consists in an exploratory test made with 10 users from an age range from 18 to 29 and with a minimum of 2 years of driving experience, who were asked to perform a set of 13 secondary tasks in the vehicle to identify recurrent problems, behavioral patterns, and best practices. The output of this exploratory test was used as the main data source for the design patterns consolidation. It is worth mentioning that the proposal of these patterns arose as an initiative to begin to consider factors that can affect the driver’s experience in the Latin American context. The set of design patterns has been validated via a content validation (as an exploratory study) by a panel of Latin American experts in the area of HCI and UX through the development of a prototype using the patterns as a tool for the redesign proposal of the infotainment systems tested during the empirical finding process. Full article
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