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1.
  • Akalin, Neziha, 1988-, et al. (författare)
  • The Influence of Feedback Type in Robot-Assisted Training
  • 2019
  • Ingår i: Multimodal Technologies and Interaction. - : Multidisciplinary Digital Publishing Institute. - 2414-4088. ; 3:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Robot-assisted training, where social robots can be used as motivational coaches, provides an interesting application area. This paper examines how feedback given by a robot agent influences the various facets of participant experience in robot-assisted training. Specifically, we investigated the effects of feedback type on robot acceptance, sense of safety and security, attitude towards robots and task performance. In the experiment, 23 older participants performed basic arm exercises with a social robot as a guide and received feedback. Different feedback conditions were administered, such as flattering, positive and negative feedback. Our results suggest that the robot with flattering and positive feedback was appreciated by older people in general, even if the feedback did not necessarily correspond to objective measures such as performance. Participants in these groups felt better about the interaction and the robot.
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2.
  • Krishna, Sai, 1986-, et al. (författare)
  • F-Formations for Social Interaction in Simulation Using Virtual Agents and Mobile Robotic Telepresence Systems
  • 2019
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 3:4
  • Tidskriftsartikel (refereegranskat)abstract
    • F-formations are a set of possible patterns in which groups of people tend to spatially organize themselves while engaging in social interactions. In this paper, we study the behavior of teleoperators of mobile robotic telepresence systems to determine whether they adhere to spatial formations when navigating to groups. This work uses a simulated environment in which teleoperators are requested to navigate to different groups of virtual agents. The simulated environment represents a conference lobby scenario where multiple groups of Virtual Agents with varying group sizes are placed in different spatial formations. The task requires teleoperators to navigate a robot to join each group using an egocentric-perspective camera. In a second phase, teleoperators are allowed to evaluate their own performance by reviewing how they navigated the robot from an exocentric perspective. The two important outcomes from this study are, firstly, teleoperators inherently respect F-formations even when operating a mobile robotic telepresence system. Secondly, teleoperators prefer additional support in order to correctly navigate the robot into a preferred position that adheres to F-formations.
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3.
  • Alenljung, Beatrice, 1971-, et al. (författare)
  • Conveying Emotions by Touch to the Nao Robot : A User Experience Perspective
  • 2018
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 2:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Social robots are expected gradually to be used by more and more people in a widerrange of settings, domestic as well as professional. As a consequence, the features and qualityrequirements on human–robot interaction will increase, comprising possibilities to communicateemotions, establishing a positive user experience, e.g., using touch. In this paper, the focus is ondepicting how humans, as the users of robots, experience tactile emotional communication with theNao Robot, as well as identifying aspects affecting the experience and touch behavior. A qualitativeinvestigation was conducted as part of a larger experiment. The major findings consist of 15 differentaspects that vary along one or more dimensions and how those influence the four dimensions ofuser experience that are present in the study, as well as the different parts of touch behavior ofconveying emotions.
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4.
  • Cooney, Martin, 1980-, et al. (författare)
  • Design for an Art Therapy Robot : An Explorative Review of the Theoretical Foundations for Engaging in Emotional and Creative Painting with a Robot
  • 2018
  • Ingår i: Multimodal Technologies Interact. Special Issue Emotions in Robots: Embodied Interaction in Social and Non-Social Environments. - Basel : MDPI. - 2414-4088. ; 2:3
  • Tidskriftsartikel (refereegranskat)abstract
    • 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 workers, we believe that robots will also play a useful role in engaging with people in therapy, on an emotional and creative level, e.g., in music, drama, playing, and art therapy. Here, we focus on the latter case, on an autonomous robot capable of painting with a person. A challenge is that the theoretical foundations are highly complex; we are only just beginning ourselves to understand emotions and creativity in human science, which have been described as highly important challenges in artificial intelligence. To gain insight, we review some of the literature on robots used for therapy and art, potential strategies for interacting, and mechanisms for expressing emotions and creativity. In doing so, we also suggest the usefulness of the responsive art approach as a starting point for art therapy robots, describe a perceived gap between our understanding of emotions in human science and what is currently typically being addressed in engineering studies, and identify some potential ethical pitfalls and solutions for avoiding them. Based on our arguments, we propose a design for an art therapy robot, also discussing a simplified prototype implementation, toward informing future work in the area.
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5.
  • Feger, Sebastian Stefan, et al. (författare)
  • Reproducibility: A Researcher-Centered Definition
  • 2022
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI AG. - 2414-4088. ; 6:2
  • Tidskriftsartikel (refereegranskat)abstract
    • Recent years have introduced major shifts in scientific reporting and publishing. The scientific community, publishers, funding agencies, and the public expect research to adhere to principles of openness, reproducibility, replicability, and repeatability. However, studies have shown that scientists often have neither the right tools nor suitable support at their disposal to meet these modern science challenges. In fact, even the concrete expectations connected to these terms may be unclear and subject to field-specific, organizational, and personal interpretations. Based on a narrative literature review of work that defines characteristics of open science, reproducibility, replicability, and repeatability, as well as a review of recent work on researcher-centered requirements, we find that the bottom-up practices and needs of researchers contrast top-down expectations encoded in terms related to reproducibility and open science. We identify and define reproducibility as a central term that concerns the ease of access to scientific resources, as well as their completeness, to the degree required for efficiently and effectively interacting with scientific work. We hope that this characterization helps to create a mutual understanding across science stakeholders, in turn paving the way for suitable and stimulating environments, fit to address the challenges of modern science reporting and publishing.
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6.
  • Frid, Emma, 1988- (författare)
  • Accessible Digital Musical Instruments : A Review of Musical Interfaces in Inclusive Music Practice
  • 2019
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 3:3
  • Tidskriftsartikel (refereegranskat)abstract
    • 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 concerned with facilitating inclusion in music-making is outlined, and current state of developments and trends in the field are discussed. Although the use of music technology in music therapy contexts has attracted more attention in recent years, the topic has been relatively unexplored in Computer Music literature. This review investigates a total of 113 publications focusing on ADMIs. Based on the 83 instruments in this dataset, ten control interface types were identified: tangible controllers, touchless controllers, Brain–Computer Music Interfaces (BCMIs), adapted instruments, wearable controllers or prosthetic devices, mouth-operated controllers, audio controllers, gaze controllers, touchscreen controllers and mouse-controlled interfaces. The majority of the AMDIs were tangible or physical controllers. Although the haptic modality could potentially play an important role in musical interaction for many user groups, relatively few of the ADMIs (15.6%) incorporated vibrotactile feedback. Aspects judged to be important for successful ADMI design were instrument adaptability and customization, user participation, iterative prototyping, and interdisciplinary development teams.
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7.
  • Frid, Emma, 1988- (författare)
  • Erratum : Accessible digital musical instruments—a review of musical interfaces in inclusive music practice (Multimodal Technologies and Interaction, (2019) 3, 57, 10.3390/mti3030057)
  • 2020
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI AG. - 2414-4088. ; 4:3, s. 1-2
  • Tidskriftsartikel (refereegranskat)abstract
    • Unfortunately, some errors and imprecise descriptions were made in the final proofreading phase, and the author, therefore, wishes to make the following corrections to this paper [1]: In the Abstract, it is erroneously stated that the percentage of ADMIs that incorporated vibrotactile feedback was 15.6%. The correct percentage should be 14.5%. The same error is replicated in Section 4.4. Output Modalities, on page 11 (13 ADMIs should be 12 ADMIs), and in Section 6. Conclusions, on page 15. The author would like to apologize for any inconvenience caused by these changes. The correct percentage further supports the claim that relatively few of the ADMIs incorporated vibrotactile feedback. Based on guidelines for writing for accessibility [2], the author would like to refrain from using the term “elderly” and instead use the term “older adults” in Sections 4.5 Target User Group (page 11), 5. Discussion (page 13), and Conclusions (page 15). Minor formatting errors were identified in Figure 4, on page 9, where the terms “touchscreen” and “touchless” were mistakenly spelled “touch-screen” and “touch-less”. In Table 2, “Book Sections” should be “Book Chapters”. There were also two errors in Table 3, where “Eyes-web” should be spelled “EyesWeb” and the word “sensor” was misspelled as “senor”. The figure and table were updated to account for these mistakes.
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8.
  • Heikkilä, Mia, et al. (författare)
  • Debugging in Programming as a Multimodal Practice in Early Childhood Education Settings
  • 2018
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 2:3
  • Tidskriftsartikel (refereegranskat)abstract
    • The aim of this article is to broadly elaborate on how programming can be understood as a new teaching scope in preschools, focusing specifically on debugging as one of the phases involved in learning to program. The research question How can debugging as part of teaching and learning programming be understood as multimodal learning? has guided the analysis and the presentation of the data. In this study, and its analysis process, we have combined a multimodal understanding of teaching and learning practices with understandings of programming and how it is practiced. Consequently, the multidisciplinary approach in this study, combining theories from social sciences with theories and concepts from computer science, is central throughout the article. This is therefore also a creative, explorative process as there are no clear norms to follow when conducting multidisciplinary analyses. The data consist of video recordings of teaching sessions with children and a teacher engaged in programming activities. The video material was recorded in a preschool setting during the school year 2017–2018 and consists of 25 sessions of programming activities with children, who were four or five years old. The results show how debugging in early childhood education is a multimodal activity socially established by use of speech, pointing and gaze. Our findings also indicate that artefacts are central to learning debugging, and a term ‘instructional artefacts’ is therefore added. Finally, the material shows how basic programming concepts and principles can be explored with young children.
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9.
  • Imottesjo, Hyekyung, 1977, et al. (författare)
  • Iterative Prototyping of Urban CoBuilder: Tracking Methods and User Interface of an Outdoor Mobile Augmented Reality Tool for Co‐Designing
  • 2020
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI AG. - 2414-4088. ; 4:2, s. 1-21
  • Tidskriftsartikel (refereegranskat)abstract
    • This research presents results from a study developing a smartphone app, Urban CoBuilder, in which citizens can collaboratively create designs for urban environments using augmented reality technology and game mechanics. Eight prototypes were developed to refine selected design criteria, including tracking strategies, design elements, user experience and the interface with game mechanics. The prototypes were developed through an iterative design process with assessments and incremental improvements. The tracking was especially challenging and using multiple bitonal markers combined with the smartphone’s gyroscope sensor to average the user position was identified as the most suitable strategy. Still, portability and stability linked to tracking need to be improved. Design elements, here building blocks with urban functions textures, were realistic enough to be recognizable and easy to understand for the users. Future studies will focus on usability tests with larger user groups.
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10.
  • Krishna Pathi, Sai, 1986-, et al. (författare)
  • Detecting Groups and Estimating F-Formations for Social Human-Robot Interactions
  • 2022
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 6:3
  • Tidskriftsartikel (refereegranskat)abstract
    • The ability of a robot to detect and join groups of people is of increasing importance in social contexts, and for the collaboration between teams of humans and robots. In this paper, we propose a framework, autonomous group interactions for robots (AGIR), that endows a robot with the ability to detect such groups while following the principles of F-formations. Using on-board sensors, this method accounts for a wide spectrum of different robot systems, ranging from autonomous service robots to telepresence robots. The presented framework detects individuals, estimates their position and orientation, detects groups, determines their F-formations, and is able to suggest a position for the robot to enter the social group. For evaluation, two simulation scenes were developed based on the standard real-world datasets. The 1st scene is built with 20 virtual agents (VAs) interacting in 7 different groups of varying sizes and 3 different formations. The 2nd scene is built with 36 VAs, positioned in 13 different groups of varying sizes and 6 different formations. A model of a Pepper robot is used in both simulated scenes in randomly generated different positions. The ability for the robot to estimate orientation, detect groups, and estimate F-formations at various locations is used to determine the validation of the approaches. The obtained results show a high accuracy within each of the simulated scenarios and demonstrates that the framework is able to work from an egocentric view with a robot in real time.
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11.
  • Laato, Samuli, et al. (författare)
  • Location-Based Games and the COVID-19 Pandemic : An Analysis of Responses from Game Developers and Players
  • 2020
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 4:2
  • Tidskriftsartikel (refereegranskat)abstract
    • In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home. As location-based games (LBGs) have been found to influence human movement, their role during COVID-19 deserves closer inspection. Under regular circumstances, the very aim of these games is to motivate people to go out, explore and meet other people. However, during COVID-19, people were advised to do the exact opposite. To study how LBG developers and players reacted to the situation, we used the netnography research method utilizing three types of data: (1) COVID-19 related in-game changes made by seven popular LBG developers during March 2020; (2) social media reactions on 20 posts across three popular Pokémon GO subreddits; and (3) the raiding activity (collaborative play) in Pokémon GO in a Finnish municipality during February–May 2020. All observed LBGs made in-game changes due to COVID-19. The social media reactions showed overwhelming appreciation towards these changes, and two central second order themes arose: (1) LBGs have the ability to influence human movement during pandemics; and (2) people should be able to self-regulate their behaviour during COVID-19 independent of LBG influence. Surprisingly, recorded Pokémon GO player activity in Finland was more influenced by offered in-game rewards than the COVID-19 pandemic. Our findings have implications on how games and gamification can be used to direct human movement in situations such as COVID-19 where population-level interventions are needed.
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12.
  • Lowe, Robert (författare)
  • Emotions in Robots: Embodied Interaction in Social and Non-Social Environments
  • 2019
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI AG. - 2414-4088. ; 3:3, s. 1-4
  • Tidskriftsartikel (refereegranskat)abstract
    • Whether they are considered discrete or dimensional, emotions are ’embodied’ phenomena. The embodied agent does not play a merely passive role in emotion processing. Rather, the body itself, in interaction with its external environment, influences how real/imagined, environmental stimuli are perceived and acted upon. The body behaviorally orients and acts, and internally physiologically ‘prepares’ in relation to its external environment [1]. Today, we see a shift towards robots that need to interact in relation to the social and emotional aspects of human environments. There are at least two areas in which ‘embodied’ implementations of emotional processes can enhance robotic performance in human environments: (i) improved human-inter-actor experience and (ii) facilitated competence. The mode of embodiment of the emotion-guided robot entails not only its physical dimension regarding how and what it senses and appears to human inter-actors, but also its internal homeostatic aspects that regulate its goals and those very same interactions. The increased emphasis over the past two decades in the area of social and non-social robotics on emotional activity is a testimony to its perceived importance within the robotics community. The embodied emotional activity in robots is perhaps most famously recognized in terms of emotion expression capabilities, above all with respect to facial expression [2,3]. The extent to which such robots socially appropriately express emotional or empathic states [3], e.g., according to underlying homeostatic computations [2], largely determines the extent to which the robots are positively received by their human inter-actors. Such aspects of embodiment to emotional activity in robots, including how emotions influence decision-making and aspects of functional (including non-social) interactive behavior, are often undervalued or at least sub-ordinated with respect to the expressive facets of emotional embodiment. The aforementioned role of homeostasis has been demonstrated to provide an important function for robots required to behave autonomously over unspecified durations, e.g., in not-well-understood, or otherwise inaccessible, environments [4,5,6,7,8,9,10]. This notion has more recently been extended to incorporate the notion of predictive regulation (or allostasis) [11,12] and has been considered with respect to artificial systems [13,14]. Providing the tools for robots to not just express but also interpret embodied emotional engagement, e.g., through the modality of tactile interaction [15,16,17], also provides an interesting area of relatively recent research. Robotic agents have also been used in clinical settings, e.g., to facilitate the development of autistic children for whom a robot, more predictable than a human, can provide a suitable interacting partner. The physical appearance, mode of embodied interaction, and environmental setting, all provide crucial elements in the emotional engagement that can ensue [18]. Even outside the clinical setting, robots designed to interact with humans over long periods, i.e., not just as care-givers or trainers, but as robotic companions, should engage with humans in ways that are functional, believable, and even creative [19].
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13.
  • Raman, Raghu, et al. (författare)
  • Acquisition and User Behavior in Online Science Laboratories before and during the COVID-19 Pandemic
  • 2021
  • Ingår i: MULTIMODAL TECHNOLOGIES AND INTERACTION. - : MDPI. - 2414-4088. ; 5:8
  • Tidskriftsartikel (refereegranskat)abstract
    • The COVID-19 pandemic has resulted in the closure of schools at every level, globally, forcing education to move online. Meeting the needs of students online for Science Lab classes, in particular, is a challenge since the physical labs are not available to the teachers or students. OLabs is a virtual Science Lab providing a complete learning environment of theory, experimental procedures, videos, animations, simulations, and assessments that capture real lab experiences with the relevant pedagogy. This study looks at the acquisition and behaviors of users, on the OLabs platform, during pre and COVID-19 times. Using Google Analytics, we observe that, during the pandemic time, users increasingly adopted OLabs as a new learning pedagogy for performing experiments as indicated by parameters like the number of users; the number of unique pages viewed per session; time spent on viewing content; bounce rate; and preference for content types such as theory, simulations, videos, and animations.
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14.
  • Schnaider, Karoline, et al. (författare)
  • Potentials and Challenges in Students’ Meaning-Making via Sign Systems
  • 2022
  • Ingår i: Multimodal Technologies and Interaction. - Basel, Switzerland : MDPI. - 2414-4088. ; 6:2
  • Tidskriftsartikel (refereegranskat)abstract
    • The relationship between sign systems and the meaning potentials and affordances of multimodal technologies has received increasing attention in research on digital technology use in education. Students constantly adhere to and engage with semiotic shifts in sign systems when they work with digital technologies for learning purposes. This study explores students’ use of digital technologies in Swedish schools. We trace the way semiotic activity systems and cognitive processes are transformed and realized when students engage with shifts in sign systems into various meaning-making strategies. Methodologically, the study is based on a data set of video recordings, interviews, and observations of classroom practice in three primary schools. An analysis that draws on quantitative ethnography was applied to process and analyse the data. The main findings revealed that sign systems prompted by the technologies and the social space compete to some extent for students’ attention, and that technology design is monotonously rendering lower levels of mediation. These findings show that various sign system prompts need to be balanced and streamlined to support students in their meaning-making. This article conveys the importance of understanding sign systems, as they are the most common resources for technology-assisted learning, and change the prerequisites for meaning-making.
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15.
  • Sitompul, Taufik Akbar, et al. (författare)
  • Conceptual design and evaluation of windshield displays for excavators
  • 2020
  • Ingår i: Multimodal Technologies and Interaction. - Basel, Switzerland : MDPI AG. - 2414-4088. ; 4:4, s. 1-19
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper investigates the possible visualization using transparent displays, which could be placed on the excavator’s windshield. This way, the information could be presented closer to operators’ line of sight, without fully obstructing their view. Therefore, excavator operators could acquire the supportive information provided by the machine without diverting their attention from operational areas. To ensure that there is a match between the supportive information and operators’ contextual needs, we conducted four different activities as parts of our design process. Firstly, we looked at four relevant safety guidelines to determine which information is essential to perform safe operations. Secondly, we reviewed all commercially available technologies to discover their suitability in the excavator context. Thirdly, we conducted a design workshop to generate ideas on how the essential information should look like and behave based on the performed operation and the chosen available technology. Fourthly, we interviewed seven excavator operators to test their understanding and obtain their feedback on the proposed visualization concepts. The results indicated that four out of six visualization concepts that we proposed could be understood easily by the operators and we also revised them to better suit the operators’ way of thinking. All the operators also positively perceived this approach, since all of them included at least three visualization concepts to be presented on the windshield.
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16.
  • Turmo Vidal, Laia, 1991-, et al. (författare)
  • Documenting the Elusive and Ephemeral in Embodied Design Ideation Activities
  • 2018
  • Ingår i: Multimodal Technologies and Interaction. - Australia : MDPI. - 2414-4088. ; 2:3, s. 1-40
  • Tidskriftsartikel (refereegranskat)abstract
    • Documenting embodied ideation activities is challenging, as they often result in ephemeral design constructs and elusive design knowledge difficult to document and represent. Here, we explore documentation forms designers can use internally during the design process in the domain of movement-based interaction in collocated, social settings. Using previous work and our experience from embodied ideation workshops, we propose three documentation forms with complementing perspectives of embodied action from a first and a third person view. We discuss how they capture ephemeral embodied action and elusive design and experiential knowledge, in relation to two interdependent aspects of documentation forms: their performativity and the medium they use. The novelty of these forms lies in what is being captured: ephemeral design constructs that emerge as designers engage with the embodied ideation activity; how it is portrayed: in aggregation forms that highlight elusive design knowledge; and their purpose: to clarify and augment analytical results improving the designer-researchers’ understanding of key aspects of the embodied ideation process and its outcomes, useful to advance the design process and for research dissemination.
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17.
  • Frid, Emma, 1988-, et al. (författare)
  • Customizing and Evaluating Accessible Multisensory Music Experiences with Pre-Verbal Children : A Case Study on the Perception of Musical Haptics Using Participatory Design with Proxies
  • 2022
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI AG. - 2414-4088. ; 6:7
  • Tidskriftsartikel (refereegranskat)abstract
    • Research on Accessible Digital Musical Instruments (ADMIs) has highlighted the need for participatory design methods, i.e., to actively include users as co-designers and informants in the design process. However, very little work has explored how pre-verbal children with Profound and Multiple Disabilities (PMLD) can be involved in such processes. In this paper, we apply in-depth qualitative and mixed methodologies in a case study with four students with PMLD. Using Participatory Design with Proxies (PDwP), we assess how these students can be involved in the customization and evaluation of the design of a multisensory music experience intended for a large-scale ADMI. Results from an experiment focused on communication of musical haptics highlighted the diversity in employed interaction strategies used by the children, accessibility limitations of the current multisensory experience design, and the importance of using a multifaceted variety of qualitative and quantitative methods to arrive at more informed conclusions when applying a design with proxies methodology.
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18.
  • Hodson, Elise, et al. (författare)
  • Evaluating Social Impact of Smart City Technologies and Services: Methods, Challenges, Future Directions
  • 2023
  • Ingår i: MULTIMODAL TECHNOLOGIES AND INTERACTION. - : MDPI. - 2414-4088. ; 7:3
  • Tidskriftsartikel (refereegranskat)abstract
    • This study examines motivations, definitions, methods and challenges of evaluating the social impacts of smart city technologies and services. It outlines concepts of social impact assessment and discusses how social impact has been included in smart city evaluation frameworks. Thematic analysis is used to investigate how social impact is addressed in eight smart city projects that prioritise human-centred design across a variety of contexts and development phases, from design research and prototyping to completed and speculative projects. These projects are notable for their emphasis on human, organisational and natural stakeholders; inclusion, participation and empowerment; new methods of citizen engagement; and relationships between sustainability and social impact. At the same time, there are gaps in the evaluation of social impact in both the smart city indexes and the eight projects. Based on our analysis, we contend that more coherent, consistent and analytical approaches are needed to build narratives of change and to comprehend impacts before, during and after smart city projects. We propose criteria for social impact evaluation in smart cities and identify new directions for research. This is of interest for smart city developers, researchers, funders and policymakers establishing protocols and frameworks for evaluation, particularly as smart city concepts and complex technologies evolve in the context of equitable and sustainable development.
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19.
  • Lohilahti Bladfält, Sanna, et al. (författare)
  • Comparison of Usability between Gear Shifters with Varied Visual and Haptic Patterns and Complexities
  • 2020
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 4:2
  • Tidskriftsartikel (refereegranskat)abstract
    • Shift-by-wire technology enables more options concerning the design, placement and functions of gear shifters compared to traditional gear shifters with manual transmission. These variations can impact usability and driver performance. There is a lack of research regarding the potential advantages and disadvantages of different types of gear shifters. The purpose of this study was to investigate the efficiency and subjective ease-of-use of mono- and polystable joystick gear shifter types at different complexity levels and with full or limited visibility. An experimental study with 36 participants was conducted. The results showed that monostable joysticks, especially those with an I/J-shape, were overall less efficient and easy to use than polystable joysticks. The highest complexity level clearly affected the efficiency for the monostable joystick with an I/J-shape (mono I/J) compared with the other gear shifter types. The monostable joystick with an I/J-shape (mono I/J) was also most affected by reduced visibility at the highest level of complexity, indicating that it was more prone to causing users to take their eyes off the road.
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20.
  • Lowe, Robert, 1975-, et al. (författare)
  • Designing for a Wearable Affective Interface for the NAO Robot : A Study of Emotion Conveyance by Touch
  • 2018
  • Ingår i: Multimodal Technologies and Interaction. - : M D P I AG. - 2414-4088. ; 2:1
  • Tidskriftsartikel (refereegranskat)abstract
    • We here present results and analysis from a study of affective tactile communication between human and humanoid robot (the NAO robot). In the present work, participants conveyed eight emotions to the NAO via touch. In this study, we sought to understand the potential for using a wearable affective (tactile) interface, or WAffI. The aims of our study were to address the following: (i) how emotions and affective states can be conveyed (encoded) to such a humanoid robot, (ii) what are the effects of dressing the NAO in the WAffI on emotion conveyance and (iii) what is the potential for decoding emotion and affective states. We found that subjects conveyed touch for longer duration and over more locations on the robot when the NAO was dressed with WAffI than when it was not. Our analysis illuminates ways by which affective valence, and separate emotions, might be decoded by a humanoid robot according to the different features of touch: intensity, duration, location, type. Finally, we discuss the types of sensors and their distribution as they may be embedded within the WAffI and that would likely benefit Human-NAO (and Human-Humanoid) interaction along the affective tactile dimension.
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21.
  • Rouchitsas, Alexandros, 1980-, et al. (författare)
  • Smiles and Angry Faces vs. Nods and Head Shakes: Facial Expressions at the Service of Autonomous Vehicles
  • 2023
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 7:2
  • Tidskriftsartikel (refereegranskat)abstract
    • When deciding whether to cross the street or not, pedestrians take into consideration information provided by both vehicle kinematics and the driver of an approaching vehicle. It will not be long, however, before drivers of autonomous vehicles (AVs) will be unable to communicate their intention to pedestrians, as they will be engaged in activities unrelated to driving. External human–machine interfaces (eHMIs) have been developed to fill the communication gap that will result by offering information to pedestrians about the situational awareness and intention of an AV. Several anthropomorphic eHMI concepts have employed facial expressions to communicate vehicle intention. The aim of the present study was to evaluate the efficiency of emotional (smile; angry expression) and conversational (nod; head shake) facial expressions in communicating vehicle intention (yielding; non-yielding). Participants completed a crossing intention task where they were tasked with deciding appropriately whether to cross the street or not. Emotional expressions communicated vehicle intention more efficiently than conversational expressions, as evidenced by the lower latency in the emotional expression condition compared to the conversational expression condition. The implications of our findings for the development of anthropomorphic eHMIs that employ facial expressions to communicate vehicle intention are discussed.
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22.
  • Zechner, Olivia, et al. (författare)
  • NextGen training for medical first responders : advancing mass-casualty incident preparedness through mixed reality technology
  • 2023
  • Ingår i: Multimodal Technologies and Interaction. - Basel : MDPI. - 2414-4088. ; 7:12
  • Tidskriftsartikel (refereegranskat)abstract
    • Mixed reality (MR) technology has the potential to enhance the disaster preparedness of medical first responders in mass-casualty incidents through new training methods. In this manuscript, we present an MR training solution based on requirements collected from experienced medical first responders and technical experts, regular end-user feedback received through the iterative design process used to develop a prototype and feedback from two initial field trials. We discuss key features essential for an effective MR training system, including flexible scenario design, added realism through patient simulator manikins and objective performance assessment. Current technological challenges such as the responsiveness of avatars and the complexity of smart scenario control are also addressed, along with the future potential for integrating artificial intelligence. Furthermore, an advanced analytics and statistics tool that incorporates complex data integration, machine learning for data analysis and visualization techniques for performance evaluation is presented.
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