Feature Papers in Human-Computer Interaction

A special issue of Informatics (ISSN 2227-9709). This special issue belongs to the section "Human-Computer Interaction".

Deadline for manuscript submissions: closed (31 January 2023) | Viewed by 63309

Special Issue Editor


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Guest Editor
School of Information Science and Engineering, Lanzhou University, Lanzhou 730000, China
Interests: robotics; neural networks; intelligent computing; optimization; distributed control
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

We are pleased to announce the Special Issue, entitled Feature Papers in Human–Computer Interaction. This Special Issue is keen to receive and publish high-quality submissions on any subject relevant to human–computer interaction. The topics of this Special Issue includes, but are not limited to:

  • Social computing;
  • Knowledge-driven human–computer interaction;
  • Emotions and human–computer interaction;
  • Brain–computer interfaces;
  • Human-centered artificial intelligence;
  • Optometry and human vision simulation;
  • Digital design and fabrication.

We welcome researchers to submit original research articles, reviews, and case reports. For well-prepared papers and those approved for further publication, authors might be eligible for discounts for publication.

Prof. Dr. Long Jin
Guest Editor

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. Informatics is an international peer-reviewed open access quarterly 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 1800 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

  • robot
  • human–computer interaction
  • robot design and algorithm
  • man–machine interaction
  • human–robot interaction

Published Papers (9 papers)

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Research

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21 pages, 2307 KiB  
Article
Meeting Ourselves or Other Sides of Us?—Meta-Analysis of the Metaverse
by Mónica Cruz, Abílio Oliveira and Alessandro Pinheiro
Informatics 2023, 10(2), 47; https://doi.org/10.3390/informatics10020047 - 02 Jun 2023
Cited by 2 | Viewed by 1912
Abstract
We were promised that the Metaverse would revolutionize our lives, social interactions, work, and business. However, how and when will this happen? We have seen the growth and development of technology, but there is no agreement or prediction about a specific time, and [...] Read more.
We were promised that the Metaverse would revolutionize our lives, social interactions, work, and business. However, how and when will this happen? We have seen the growth and development of technology, but there is no agreement or prediction about a specific time, and we can only follow the how question. To investigate more leads about this concept, we considered a main research question: How is the Metaverse actually being perceived? This question is connected with three objectives: to verify how the Metaverse is being represented and characterized, identify the main dimensions that facilitate or influence the acceptance of the Metaverse, and identify the leading technologies that suit the Metaverse concept. This study consisted of a documental analysis—or meta-analysis—of fifty of the most relevant scientific papers (taking into account some inclusion criteria) published in the last three years, using the Leximancer software to create concept maps to illustrate the main concepts and themes extracted from the articles to understand their associations or relations with the Metaverse concept. This study provided us with essential findings about how this concept has been perceived and allowed us to answer our objectives, contributing to a scientific discussion on the topic, and provided some valid suggestions for future research, which is already in progress. It also provided new leads on approaching this concept in development. Full article
(This article belongs to the Special Issue Feature Papers in Human-Computer Interaction)
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20 pages, 357 KiB  
Article
The Impact of YouTube on Loneliness and Mental Health
by Luke Balcombe and Diego De Leo
Informatics 2023, 10(2), 39; https://doi.org/10.3390/informatics10020039 - 20 Apr 2023
Cited by 3 | Viewed by 17838
Abstract
There are positives and negatives of using YouTube in terms of loneliness and mental health. YouTube’s streaming content is an amazing resource, however, there may be bias or errors in its recommendation algorithms. Parasocial relationships can also complicate the impact of YouTube use. [...] Read more.
There are positives and negatives of using YouTube in terms of loneliness and mental health. YouTube’s streaming content is an amazing resource, however, there may be bias or errors in its recommendation algorithms. Parasocial relationships can also complicate the impact of YouTube use. Intervention may be necessary when problematic and risky content is associated with unhealthy behaviors and negative impacts on mental health. Children and adolescents are particularly vulnerable. Although YouTube might assist in connecting with peers, there are privacy, safety, and quality issues to consider. This paper is an integrative review of the positive and negative impacts of YouTube with the aim to inform the design and development of a technology-based intervention to improve mental health. The impact of YouTube use on loneliness and mental health was explored by synthesizing a purposive selection (n = 32) of the empirical and theoretical literature. Next, we explored human–computer interaction issues and proposed a concept whereby an independent-of-YouTube algorithmic recommendation system steers users toward verified positive mental health content or promotions. Full article
(This article belongs to the Special Issue Feature Papers in Human-Computer Interaction)
24 pages, 1423 KiB  
Article
Affective Design Analysis of Explainable Artificial Intelligence (XAI): A User-Centric Perspective
by Ezekiel Bernardo and Rosemary Seva
Informatics 2023, 10(1), 32; https://doi.org/10.3390/informatics10010032 - 16 Mar 2023
Cited by 1 | Viewed by 3415
Abstract
Explainable Artificial Intelligence (XAI) has successfully solved the black box paradox of Artificial Intelligence (AI). By providing human-level insights on AI, it allowed users to understand its inner workings even with limited knowledge of the machine learning algorithms it uses. As a result, [...] Read more.
Explainable Artificial Intelligence (XAI) has successfully solved the black box paradox of Artificial Intelligence (AI). By providing human-level insights on AI, it allowed users to understand its inner workings even with limited knowledge of the machine learning algorithms it uses. As a result, the field grew, and development flourished. However, concerns have been expressed that the techniques are limited in terms of to whom they are applicable and how their effect can be leveraged. Currently, most XAI techniques have been designed by developers. Though needed and valuable, XAI is more critical for an end-user, considering transparency cleaves on trust and adoption. This study aims to understand and conceptualize an end-user-centric XAI to fill in the lack of end-user understanding. Considering recent findings of related studies, this study focuses on design conceptualization and affective analysis. Data from 202 participants were collected from an online survey to identify the vital XAI design components and testbed experimentation to explore the affective and trust change per design configuration. The results show that affective is a viable trust calibration route for XAI. In terms of design, explanation form, communication style, and presence of supplementary information are the components users look for in an effective XAI. Lastly, anxiety about AI, incidental emotion, perceived AI reliability, and experience using the system are significant moderators of the trust calibration process for an end-user. Full article
(This article belongs to the Special Issue Feature Papers in Human-Computer Interaction)
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16 pages, 644 KiB  
Article
Playing and Socializing—Adults’ Perceptions of the FIFA Digital Game
by Alessandro Pinheiro, Abílio Oliveira and Bráulio Alturas
Informatics 2023, 10(1), 2; https://doi.org/10.3390/informatics10010002 - 30 Dec 2022
Cited by 1 | Viewed by 1899
Abstract
Gamers’ perceptions of using competitive digital games, especially concerning anxiety and socialization, have raised doubts about the benefits of playing such games. Since different studies highlight different results, this research aims to explore these differences by analyzing the perceptions of adults involved in [...] Read more.
Gamers’ perceptions of using competitive digital games, especially concerning anxiety and socialization, have raised doubts about the benefits of playing such games. Since different studies highlight different results, this research aims to explore these differences by analyzing the perceptions of adults involved in playing a competitive digital game, in this case, FIFA, considering data that were collected during the COVID-19 pandemic period. The main question is ‘How do adults perceive anxiety, stress, and socialization when playing the FIFA digital game?’. The research comprises two studies involving volunteer participants: In the first part, which adopts a qualitative approach, the participants’ perceptions of what they think and feel when playing FIFA were analyzed and interpreted using text mining analysis. In the second, a quantitative study, FIFA users’ perceptions of the gaming experience were statistically analyzed. The results show that adult users tend to refer to positive perceived stress and socialization. The fact that participants identified manipulations and interference in the game and no longer allowed its use to influence their mood reveals that perceptions of attacks of rage were considered possible reactions to the use of the game, interpreted from the interface, and leading to the creation of knowledge. Full article
(This article belongs to the Special Issue Feature Papers in Human-Computer Interaction)
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22 pages, 2646 KiB  
Article
Virtual Reality Applications Market Analysis—On the Example of Steam Digital Platform
by Kinga Stecuła
Informatics 2022, 9(4), 100; https://doi.org/10.3390/informatics9040100 - 12 Dec 2022
Cited by 6 | Viewed by 3346
Abstract
This paper presents research on the topic of virtual reality (VR) applications. It conducts a quantitative analysis of virtual reality applications available in the international market using the example of a digital platform, which was the Steam platform. The study presents and analyzes [...] Read more.
This paper presents research on the topic of virtual reality (VR) applications. It conducts a quantitative analysis of virtual reality applications available in the international market using the example of a digital platform, which was the Steam platform. The study presents and analyzes data on the number of applications in the selected categories, such as genres, types of headsets, and language. The research also includes the analysis of the top-rated VR applications, their reviews, and their features, recognized based on the tags describing them. Additionally, the article provides and systematizes new knowledge about the VR applications environment. Based on the results, it was concluded that the most numerous group of VR applications was action applications, and they account for more than half of all VR apps (51.22%). Following this, there were casual games (40.78%) and then simulation VR apps (37.35%). Referring to the results of the top-rated VR applications (‘overwhelmingly positive’ status on Steam), there were only two apps with a result of 98% (the highest rated) positive feedback: Half-Life: Alyx, the action and adventure app, which is a shooter described as zombie horror, and Walkabout Mini Golf VR, a casual and minimalist sport application. When it comes to the analysis of the tags of the top-rated VR applications, the most repeated tags, despite the ‘VR’ tag, included ‘first-person’ and ‘singleplayer’ (occurred in the descriptions of 68% of the applications). Full article
(This article belongs to the Special Issue Feature Papers in Human-Computer Interaction)
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0 pages, 1281 KiB  
Article
Factors That Affect the Usage Intention of Virtual Learning Objects by College Students
by Diana Gaviria, Juan Arango, Alejandro Valencia-Arias, Lucia Palacios-Moya, Rosa Velez Holguin and Ada Lucia Gallegos Ruiz
Informatics 2022, 9(3), 65; https://doi.org/10.3390/informatics9030065 - 05 Sep 2022
Cited by 1 | Viewed by 2058
Abstract
In recent years, the introduction of Information and Communications Technologies (ICTs) into several aspects of daily life has become more relevant, particularly in higher education. This phenomenon has resulted in a digital integration that involves the infrastructure of higher education institutions as well [...] Read more.
In recent years, the introduction of Information and Communications Technologies (ICTs) into several aspects of daily life has become more relevant, particularly in higher education. This phenomenon has resulted in a digital integration that involves the infrastructure of higher education institutions as well as the materials used in the teaching process. Therefore, a study was conducted to investigate the factors that determine usage intention of Virtual Learning Objects (VLOs) by college students in finance and accounting programs in the city of Medellín. This quantitative research employed 86 self-administered questionnaires that enabled us to identify a positive association between attitude toward usage, subjective norms, and the intention to employ this type of content as a learning strategy. In conclusion, models like this need to be developed to understand the acceptance of new technologies in learning processes from different perspectives, and even more so considering that most of the existing literature regarding the subject has been focused on qualitative studies. Full article
(This article belongs to the Special Issue Feature Papers in Human-Computer Interaction)
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15 pages, 2268 KiB  
Article
Raising Awareness of Smartphone Overuse among University Students: A Persuasive Systems Approach
by Carlos Abreu and Pedro F. Campos
Informatics 2022, 9(1), 15; https://doi.org/10.3390/informatics9010015 - 23 Feb 2022
Cited by 3 | Viewed by 4455
Abstract
Smartphone overuse can lead to a series of physical, mental and social disturbances. This problem is more prevalent among young adults as compared to other demographic groups. Additionally, university students are already undergoing high cognitive loads and stress conditions; therefore, they are more [...] Read more.
Smartphone overuse can lead to a series of physical, mental and social disturbances. This problem is more prevalent among young adults as compared to other demographic groups. Additionally, university students are already undergoing high cognitive loads and stress conditions; therefore, they are more susceptible to smartphone addiction and its derived problems. In this paper, we present a novel approach where a conversational mobile agent uses persuasive messages exploring the reflective mind to raise users’ awareness of their usage and consequently induce reduction behaviors. We conducted a four-week study with 16 university students undergoing stressful conditions—a global lockdown during their semester—and evaluated the impact of the agent on smartphone usage reduction and the perceived usefulness of such an approach. Results show the efficacy of self-tracking in the behavior change process: 81% of the users reduced their usage time, and all of them mentioned that having a conversational agent alerting them about their usage was useful. Before this experiment, only 68% of them considered such an approach could be useful. In conclusion, users deemed it essential to have an engaging conversational agent on their smartphones, in terms of helping them become more aware of usage times. Full article
(This article belongs to the Special Issue Feature Papers in Human-Computer Interaction)
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Review

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20 pages, 312 KiB  
Review
Risk Determination versus Risk Perception: A New Model of Reality for Human–Machine Autonomy
by William Lawless
Informatics 2022, 9(2), 30; https://doi.org/10.3390/informatics9020030 - 24 Mar 2022
Cited by 7 | Viewed by 2881
Abstract
We review the progress in developing a science of interdependence applied to the determinations and perceptions of risk for autonomous human–machine systems based on a case study of the Department of Defense’s (DoD) faulty determination of risk in a drone strike in Afghanistan; [...] Read more.
We review the progress in developing a science of interdependence applied to the determinations and perceptions of risk for autonomous human–machine systems based on a case study of the Department of Defense’s (DoD) faulty determination of risk in a drone strike in Afghanistan; the DoD’s assessment was rushed, suppressing alternative risk perceptions. We begin by contrasting the lack of success found in a case study from the commercial sphere (Facebook’s use of machine intelligence to find and categorize “hate speech”). Then, after the DoD case study, we draw a comparison with the Department of Energy’s (DOE) mismanagement of its military nuclear wastes that created health risks to the public, DOE employees, and the environment. The DOE recovered by defending its risk determinations and challenging risk perceptions in public. We apply this process to autonomous human–machine systems. The result from this review is a major discovery about the costly suppression of risk perceptions to best determine actual risks, whether for the military, business, or politics. For autonomous systems, we conclude that the determinations of actual risks need to be limited in scope as much as feasible; and that a process of free and open debate needs to be adopted that challenges the risk perceptions arising in situations facing uncertainty as the best, and possibly the only, path forward to a solution. Full article
(This article belongs to the Special Issue Feature Papers in Human-Computer Interaction)
18 pages, 378 KiB  
Review
Human-Computer Interaction in Digital Mental Health
by Luke Balcombe and Diego De Leo
Informatics 2022, 9(1), 14; https://doi.org/10.3390/informatics9010014 - 22 Feb 2022
Cited by 19 | Viewed by 24244
Abstract
Human-computer interaction (HCI) has contributed to the design and development of some efficient, user-friendly, cost-effective, and adaptable digital mental health solutions. But HCI has not been well-combined into technological developments resulting in quality and safety concerns. Digital platforms and artificial intelligence (AI) have [...] Read more.
Human-computer interaction (HCI) has contributed to the design and development of some efficient, user-friendly, cost-effective, and adaptable digital mental health solutions. But HCI has not been well-combined into technological developments resulting in quality and safety concerns. Digital platforms and artificial intelligence (AI) have a good potential to improve prediction, identification, coordination, and treatment by mental health care and suicide prevention services. AI is driving web-based and smartphone apps; mostly it is used for self-help and guided cognitive behavioral therapy (CBT) for anxiety and depression. Interactive AI may help real-time screening and treatment in outdated, strained or lacking mental healthcare systems. The barriers for using AI in mental healthcare include accessibility, efficacy, reliability, usability, safety, security, ethics, suitable education and training, and socio-cultural adaptability. Apps, real-time machine learning algorithms, immersive technologies, and digital phenotyping are notable prospects. Generally, there is a need for faster and better human factors in combination with machine interaction and automation, higher levels of effectiveness evaluation and the application of blended, hybrid or stepped care in an adjunct approach. HCI modeling may assist in the design and development of usable applications, and to effectively recognize, acknowledge, and address the inequities of mental health care and suicide prevention and assist in the digital therapeutic alliance. Full article
(This article belongs to the Special Issue Feature Papers in Human-Computer Interaction)
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