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Multimodal Technol. Interact., Volume 4, Issue 1 (March 2020) – 9 articles

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15 pages, 2824 KiB  
Article
Machine Learning Approach to Personality Type Prediction Based on the Myers–Briggs Type Indicator®
by Mohammad Hossein Amirhosseini and Hassan Kazemian
Multimodal Technol. Interact. 2020, 4(1), 9; https://doi.org/10.3390/mti4010009 - 14 Mar 2020
Cited by 71 | Viewed by 48924
Abstract
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. Differences in meta programmes result in [...] Read more.
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. Differences in meta programmes result in significant differences in behaviour from one person to another. Personality types can be recognized through utilizing and analysing meta programmes. There are different methods to predict personality types based on meta programmes. The Myers–Briggs Type Indicator® (MBTI) is currently considered as one of the most popular and reliable methods. In this study, a new machine learning method has been developed for personality type prediction based on the MBTI. The performance of the new methodology presented in this study has been compared to other existing methods and the results show better accuracy and reliability. The results of this study can assist NLP practitioners and psychologists in regards to identification of personality types and associated cognitive processes. Full article
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13 pages, 862 KiB  
Article
The Effect of Layout and Colour Temperature on the Perception of Tourism Websites for Mobile Devices
by Kiemute Oyibo and Julita Vassileva
Multimodal Technol. Interact. 2020, 4(1), 8; https://doi.org/10.3390/mti4010008 - 13 Mar 2020
Cited by 13 | Viewed by 5810
Abstract
In e-commerce, the user interface design of a website is critical to its success. However, there is limited research on how colour and layout design elements influence the perception of e-commerce websites for mobile devices. To bridge this gap, we conducted an empirical [...] Read more.
In e-commerce, the user interface design of a website is critical to its success. However, there is limited research on how colour and layout design elements influence the perception of e-commerce websites for mobile devices. To bridge this gap, we conducted an empirical study to investigate, how the layout of information and colour temperature of an e-commerce tourism website for mobile device influence essential Technology Acceptance Model (TAM) user experience (UX) design attributes and intention to use the website. The results of our Partial Least Square Path Modelling (PLSPM) showed that both interface design elements significantly influence perceived aesthetics, perceived enjoyment, perceived usefulness and intention to use. Specifically, layout (list = 0 and grid = 1) positively influences perceived aesthetics and perceived enjoyment, while colour temperature negatively influences perceived usefulness and intention to use. The first finding suggests that in tourism website design for mobile devices, a grid layout of products and services provides a better hedonic user experience than a list layout. Moreover, the second finding suggests that cooler-temperature (blue and green) tourism websites are viewed by users as more useful than warmer-temperature (orange and red) tourism websites. We discuss the implications of these findings in the context of website UX design for mobile devices in the tourism domain. Full article
(This article belongs to the Special Issue Understanding UX through Implicit and Explicit Feedback)
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26 pages, 27403 KiB  
Article
Data-Driven Activities Involving Electronic Health Records: An Activity and Task Analysis Framework for Interactive Visualization Tools
by Neda Rostamzadeh, Sheikh S. Abdullah and Kamran Sedig
Multimodal Technol. Interact. 2020, 4(1), 7; https://doi.org/10.3390/mti4010007 - 03 Mar 2020
Cited by 13 | Viewed by 5294
Abstract
Electronic health records (EHRs) can be used to make critical decisions, to study the effects of treatments, and to detect hidden patterns in patient histories. In this paper, we present a framework to identify and analyze EHR-data-driven tasks and activities in the context [...] Read more.
Electronic health records (EHRs) can be used to make critical decisions, to study the effects of treatments, and to detect hidden patterns in patient histories. In this paper, we present a framework to identify and analyze EHR-data-driven tasks and activities in the context of interactive visualization tools (IVTs)—that is, all the activities, sub-activities, tasks, and sub-tasks that are and can be supported by EHR-based IVTs. A systematic literature survey was conducted to collect the research papers that describe the design, implementation, and/or evaluation of EHR-based IVTs that support clinical decision-making. Databases included PubMed, the ACM Digital Library, the IEEE Library, and Google Scholar. These sources were supplemented by gray literature searching and reference list reviews. Of the 946 initially identified articles, the survey analyzes 19 IVTs described in 24 articles that met the final selection criteria. The survey includes an overview of the goal of each IVT, a brief description of its visualization, and an analysis of how sub-activities, tasks, and sub-tasks blend and combine to accomplish the tool’s main higher-level activities of interpreting, predicting, and monitoring. Our proposed framework shows the gaps in support of higher-level activities supported by existing IVTs. It appears that almost all existing IVTs focus on the activity of interpreting, while only a few of them support predicting and monitoring—this despite the importance of these activities in assisting users in finding patients that are at high risk and tracking patients’ status after treatment. Full article
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8 pages, 222 KiB  
Review
Sleeping Soundlessly in the Intensive Care Unit
by Kendall J. Burdick and Christine J. Callahan
Multimodal Technol. Interact. 2020, 4(1), 6; https://doi.org/10.3390/mti4010006 - 01 Mar 2020
Cited by 5 | Viewed by 3862
Abstract
An estimated 70% of patients who have been in the Intensive Care Unit (ICU) experience some form of Post-Intensive Care Syndrome (PICS). As a stressful environment, the ICU can be traumatic for any patient; however, the disruption of sleep experienced by patients in [...] Read more.
An estimated 70% of patients who have been in the Intensive Care Unit (ICU) experience some form of Post-Intensive Care Syndrome (PICS). As a stressful environment, the ICU can be traumatic for any patient; however, the disruption of sleep experienced by patients in ICU negatively impacts their mental status and recovery. One of the most significant contributors to sleep disruption is the constant blare of monitor alarms, many of which are false or redundant. Through multisensory approaches and procedural redesign, the hostile acoustic environment of the ICU that causes so many to suffer from PICS may be alleviated. In this paper, we present suggestions for improving the ICU acoustic environment to possibly reduce the incidence of post-ICU complications such as PICS. Full article
15 pages, 277 KiB  
Article
AHP, Fuzzy SAW, and Fuzzy WPM for the Evaluation of Cultural Websites
by Katerina Kabassi, Christos Karydis and Athanasios Botonis
Multimodal Technol. Interact. 2020, 4(1), 5; https://doi.org/10.3390/mti4010005 - 23 Feb 2020
Cited by 25 | Viewed by 3438
Abstract
The evaluation of cultural websites is a complicated procedure that depends on several criteria. The main contribution of this paper is on showing how this process may be implemented. For this reason, different multi-criteria decision-making methods are combined and compared for processing the [...] Read more.
The evaluation of cultural websites is a complicated procedure that depends on several criteria. The main contribution of this paper is on showing how this process may be implemented. For this reason, different multi-criteria decision-making methods are combined and compared for processing the results of the evaluation. More specifically, the paper provides the criteria for evaluating a website of cultural heritage and presents the application of Analytical Hierarchy Process for estimating the weights of the criteria. Then, it compares two different multi-criteria decision-making models, fuzzy simple additive weighting and fuzzy weighted product model, for being combined with Analytical Hierarchy Process and processing the results of the evaluation. The evaluation involves 29 websites of the conservation labs of the international museums and useful conclusions are extracted about the application of all methods and the combination of Analytical Hierarchy Process with fuzzy simple additive weighting and fuzzy weighted product model. Full article
22 pages, 4054 KiB  
Article
Influence of Adaptive Human–Machine Interface on Electric-Vehicle Range-Anxiety Mitigation
by Antonyo Musabini, Kevin Nguyen, Romain Rouyer and Yannis Lilis
Multimodal Technol. Interact. 2020, 4(1), 4; https://doi.org/10.3390/mti4010004 - 14 Feb 2020
Cited by 3 | Viewed by 5148
Abstract
The electrification of vehicles is without a doubt one of the milestones of today’s automotive technology. Even though industry actors perceive it as a future standard, acceptance, and adoption of this kind of vehicles by the end user remain a huge challenge. One [...] Read more.
The electrification of vehicles is without a doubt one of the milestones of today’s automotive technology. Even though industry actors perceive it as a future standard, acceptance, and adoption of this kind of vehicles by the end user remain a huge challenge. One of the main issues is the range anxiety related to the electric vehicle’s remaining battery level. In the scope of the H2020 ADAS&ME project, we designed and developed an intelligent Human Machine Interface (HMI) to ease acceptance of Electric Vehicle (EV) technology. This HMI is mounted on a fake autonomous vehicle piloted by a hidden joystick (called Wizard of Oz (WoZ) driving). We examined 22 inexperienced EV drivers during a one-hour driving task tailored to generate range anxiety. According to our protocol, once the remaining battery level started to become critical after manual driving, the HMI proposed accurate coping techniques to inform the drivers how to reduce the power consumption of the vehicle. In the following steps of the protocol, the vehicle was totally out of battery, and the drivers had to experience an emergency stop. The first result of this paper was that an intelligent HMI could reduce the range anxiety of the driver by proposing adapted coping strategies (i.e., transmitting how to save energy when the vehicle approaches a traffic light). The second result was that such an HMI and automated driving to a safe spot could reduce the stress of the driver when an emergency stop is necessary. Full article
(This article belongs to the Special Issue Understanding UX through Implicit and Explicit Feedback)
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19 pages, 2734 KiB  
Article
Effect of Body Representation Level of an Avatar on Quality of AR-Based Remote Instruction
by Tzu-Yang Wang, Yuji Sato, Mai Otsuki, Hideaki Kuzuoka and Yusuke Suzuki
Multimodal Technol. Interact. 2020, 4(1), 3; https://doi.org/10.3390/mti4010003 - 05 Feb 2020
Cited by 12 | Viewed by 3813
Abstract
In manufacturing, augmented reality (AR)-based remote instruction systems, which enable workers to receive instructions from an avatar, are widely used. In this study, we developed such a system and investigated the effect of the body representation level of the avatar on the quality [...] Read more.
In manufacturing, augmented reality (AR)-based remote instruction systems, which enable workers to receive instructions from an avatar, are widely used. In this study, we developed such a system and investigated the effect of the body representation level of the avatar on the quality of AR-based remote instruction. Drawing on the avatar designs of previous works, three different avatar designs (“Hand only”, “Hand + Arm”, and “Body”), representing three body representation levels, were created. In the experiment with a within-participant design, the avatar pointed at blocks sequentially and participants touched each block as soon as they identified it. The results of the experiment indicate that an AR-based remote instruction system with a “Body” avatar exhibits higher usability and can enable the participants to have a lower workload and higher efficiency. Full article
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3 pages, 161 KiB  
Editorial
Acknowledgement to Reviewers of MTI in 2019
by MTI Editorial Office
Multimodal Technol. Interact. 2020, 4(1), 2; https://doi.org/10.3390/mti4010002 - 22 Jan 2020
Viewed by 1732
Abstract
The editorial team greatly appreciates [...] Full article
16 pages, 2132 KiB  
Article
Real-World and Virtual-World Practices for Virtual Reality Games: Effects on Spatial Perception and Game Performance
by Jeffrey C. F. Ho
Multimodal Technol. Interact. 2020, 4(1), 1; https://doi.org/10.3390/mti4010001 - 01 Jan 2020
Cited by 10 | Viewed by 5199
Abstract
Researchers have been investigating ways to improve users’ spatial perception in virtual environments. Very limited studies have focused on the context of virtual reality (VR) games. Tutorials with practices, a common element in games, are good opportunities to implement measures that improve players’ [...] Read more.
Researchers have been investigating ways to improve users’ spatial perception in virtual environments. Very limited studies have focused on the context of virtual reality (VR) games. Tutorials with practices, a common element in games, are good opportunities to implement measures that improve players’ spatial perception. Using an experiment, this paper investigates how two types of practices (real-world and virtual-world practices) influence players’ spatial perception, game performance, and immersion in VR games. Given that spatial perception is viewed as an essential aspect of VR applications, the moderating role of spatial perception on the effect of practices in game performance is also explored. The results demonstrate that virtual-world practice is effective in improving players’ spatial perception of the virtual environment of VR games. Real-world practice is suggested to be effective in enhancing spatial perception when it is averaged over multiple sessions. The results also suggest that spatial perception moderates the effects of practices on game performance. The results imply that practices in game tutorial can be a transitional environment for new players to enter a VR game. Full article
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