[publication] Handpose Estimation Based Learning Academy for Improving Typing Efficiency by Using Mobile Technologies #tugraz #research

Mathias did his master thesis about an innovative and new idea – using neural networks to estimate the hand pose while learning typing. Now we published his research in the International Journal of Interactive Mobile technologies.

Abstract:
This paper focuses on enhancing touch-typing skills through state-of-the-art deep learning technologies. It has been demonstrated that writing posture can be assessed using integrated keyboard detection and hand pose estimation in real-time browser environments. A unique dataset was created for training the object detection model to recognize individual keyboards. The object detection models were trained using various architectures and then assessed for both inference time and accuracy. In addition, a hand pose estimation was implemented to precisely recognize 21 knuckle points of the hand and compute their exact positions. In order to implement object detection and hand pose estimation, a stream transmission of the keyboard and hand scene is required. For this purpose, server-client communication via a QR code connection is implemented to transfer the stream between two mobile devices. Based on these deep learning technologies, a mobile web app was developed that offers 170 learning courses for touch-typing training. With the help of the Typing Learning Academy prototype, a study was conducted as part of this paper to evaluate the usability and utility of the learning app. This research demonstrates the potential for enhancing the development of writing skills through touch typing through the utilization of advanced deep learning technologies.

[full article @ journal’s homepage]
[full article @ ResearchGate]

Reference: Mattersberger, M., Wachtler, J., & Ebner, M. (2024). Handpose Estimation Based Learning Academy for Improving Typing Efficiency by Using Mobile Technologies. International Journal of Interactive Mobile Technologies (iJIM)18(10), pp. 59–70. https://doi.org/10.3991/ijim.v18i10.49037

[publication] Analysis of Learners’ Emotions in E-Learning Environments Based on Cognitive Sciences #research

Our article about “Analysis of Learners’ Emotions in E-Learning Environments Based on Cognitive Sciences” got published in the International Journal of Interactive Mobile Technologies (iJIM):

Abstract:
The present study aimed to examine students’ emotions in e-learning classes through facial expressions and investigate the influence of different instructional methods on students’ emotional responses. In this study, we examined the facial expressions of 17 undergraduate students using three different methods of presenting educational content (PowerPoint, video, and Kahoot) in online classes and analyzed the data with face reader software. The findings demonstrated that students experienced various positive and negative emotions with different methods of content delivery. Furthermore, comparing the three methods revealed that the Kahoot method elicited the highest average of positive emotions among students compared to the other two methods. This difference can be attributed to the visual attractiveness and interactive nature of the Kahoot environment. Additionally, this study highlights that simply incorporating multimedia materials, such as PowerPoint presentations and videos, is not sufficient to enhance effectiveness and cultivate positive emotions in e-learning. While multimedia materials serve as supportive tools and enhance visualization, interaction at various levels (content, teacher, peers, etc.) is necessary. Nevertheless, the significance of this research lies in the innovative application of a tool for analyzing emotions in online learning classrooms, thereby enhancing the measurement of genuine and objective emotional responses in e-learning environments.

[full article @ journal’s homepage]
[full article @ ResearchGate]

Reference: Sahraie, F., Rezvanfar, A., Movahedmohammadi, S. H., Ebner, M., Alambeigi, A., & Farrokhnia, M. (2024). Analysis of Learners’ Emotions in E-Learning Environments Based on Cognitive Sciences. International Journal of Interactive Mobile Technologies (iJIM)18(07), pp. 34–52. https://doi.org/10.3991/ijim.v18i07.48471

[publication] Porting a Native Android App to iOS #ios #appdevelopment #tugraz

Our publication on “Porting a Native Android App to iOS” got published in the nternational Journal of Interactive Mobile Technologies (iJIM):

Abstract:
The two mobile operating systems Android and i(Pad)OS have dominated the smartphone and tablet market for years and app providers have to offer their apps for both systems in most cases in order to be competitive or to be able to reach the majority of potential customers. In native app development, separate applications have to be written and maintained for each platform. Often, apps are developed for one platform first and the second app is developed at a later stage, after some feedback could be collected. This porting from one system to the other can be either (partially) automated or manual, but in any case, it has its challenges. Both systems were designed with different approaches and differ greatly in some parts from each other – not only visually, but also in terms of the underlying structure. To illustrate the porting process, the Android app “Schoolstart Screening App”, which was developed for the Federal Ministry of Education, Science and Research of Austria by Graz University of Technology at the OU Educational Technology, was ported so that it can be used also on iPads. Automated approaches were discussed and the chosen process is explained to get a good overview of the topic.

[article @ journal’s homepage]
[article @ ResearchGate]

Reference: Rauter, M., Wachtler, J., & Ebner, M. (2023). Porting a Native Android App to iOS: Porting Process Shown by the Example of the “Schoolstart Screening App”. International Journal of Interactive Mobile Technologies (iJIM), 17(23), pp. 20–31. https://doi.org/10.3991/ijim.v17i23.43829

[publication] Math Trainer as a Chatbot Via System (Push) Messages for Android #education #TechnologyEnhancedLearning

Our research titled “Math Trainer as a Chatbot Via System (Push) Messages for Android” got published in the newest issue of the International Journal of Interactive Mobile Technologies.

Abstract:
In the recent years, as technology grew, so did the chatbot technology. More and more companies and people are using and reaping the benefits from them. This paper shows how a chatbot for mathematical tasks, named mathbot, was developed. The chatbot uses mathematical exercises from the “Schulapps” of the LearningLab of Graz, University of Technology and combines them with textual questions to provide a useful utility for practicing. It is shown that such a chatbot could be useful for pupils and teachers by evaluating a test run in an elementary school.

[publication @ journal’s homepage]
[publication @ researchgate]

Reference: Kabiljagić, M., Wachtler, J., Ebner, M., & Ebner, M. (2022). Math Trainer as a Chatbot Via System (Push) Messages for Android. International Journal of Interactive Mobile Technologies (iJIM), 16(17), pp. 75–87. https://doi.org/10.3991/ijim.v16i17.33351

[publication] Chatbots for Brand Representation in Comparison with Traditional Websites #chatbot #tugraz

Our publication about “Chatbots for Brand Representation in Comparison with Traditional Websites” are published in the International Journal of Interactive Mobile Technologies (iJIM).

Abstract:
Chatbots have gained enormous popularity in recent years. IT giants such as Microsoft, Google and Facebook have taken an interest in automated conversations. Messaging apps like WhatsApp and Facebook Messenger are playing an increasingly important role in smartphone usage and communication in general perfect conditions for chatbots. This paper provides an introduction of recent chatbot development in general and in customer environments. As part of this work, a chatbot was developed for the Austrian IT company CodeFluegel GmbH. The chatbot, named Theodore, provides information about CodeFluegel via Facebook Messenger and webchat, like the existing company website. The design process and implementation of the chatbot as well as architectural considerations are explained throughout this document. In a user study, participants perform typical tasks with the website and the chatbot. The usage of both platforms is evaluated in order to identify advantages and disadvantages as well as differences compared to the other technology and to draw conclusions. Findings to this study indicate promising prospects for chatbots as alternative touchpoints for customers and others and a way to replace and enhance traditional websites.

[full article @ ResearchGate]
[full article @ JournalsHomepage]

Reference: Kühnel, J., Ebner, M., Ebner, M. (2020) Chatbots for Brand Representation in Comparison with Traditional Websites. In: International Journal of Interactive Mobile Technologies (iJIM) 14(18):18-33

[publication] Perception and Acceptance of Padlet as a Microblogging Platform for Writing Skills #research #tugraz

Togehter with my colleagues we did a small research work about “Perception and Acceptance of Padlet as a Microblogging Platform for Writing Skills” in the International Journal of Interactive Mobile Technologies (iJIM).

Abstract:
This research is intended to answer the question, how are the students’ perceptions of internet technology in learning and how is the acceptance of Padlet as a microblogging platform for writing skills in German language level A2-B1 CEFR standards for the student. In summary, 21 students within the range of 19-22 years participated, which consisted of 2 males and 19 females – data obtained through opened and closed questionnaires. The results of data analysis showed that students had positive perceptions using internet technology in learning. However, students cannot accept Padlet as a microbloggingplatform in learning German writing skills due to several factors that influence it. This research has an essential finding: before conducting online learning, lecturers have to consider internet availability and the adequacy of reviews to their smartphones as a learning infrastructure.

[full article @ ResearchGate]
[full article @ Journal’s homepage]

Reference: Kharis, Dameria, C. N., Ebner, M. (2020) Perception and Acceptance of Padlet as a Microblogging Platform for Writing Skills. In: International Journal of Interactive Mobile Technologies (iJIM). 14/13. pp. 213-220

[publication] The Use of Gamification in Gastronomic Questionnaires

We did a short publication about “The Use of Gamification in Gastronomic Questionnaires” for the International Journal of Interactive Mobile Technologies (iJIM).

Abstract:
Obtaining customer opinions and customer wishes is increasingly becoming an important part of any entrepreneurial activity for determining customer satisfaction and, subsequently, optimizing products and services as well as strengthen customer loyalty. In catering, there are several ways to capture the guest’s satisfaction or dissatisfaction, as well as customer preferences and customer needs across different channels. One way to obtain a customer’s opinion is to provide a digital online questionnaire. Unfortunately, the participation of guests in such surveys is usually low. In addition, many online questionnaires are aborted prematurely, and questions which require an individual text answer are often left unanswered. Gamification is a process to use game ele-ments, game techniques and game mechanics from games in a different context in order to motivate and force people to do certain activities. This paper discusses whether the use of game elements in an existing gastronomical online questionnaire enhances the engagement of users and whether customer satisfac-tion remains the same. Based on an existing gastronomical online questionnaire from the company ITELL.SOLUTIONS GmbH a gamified questionnaire vari-ant has been developed. Game elements such as points, badges, avatar, story, progress bar and instant feedback have been included. The investigation showed that the use of gamification in questionnaires on open questions did not worsen the involvement of users. The customer satisfac-tion remained unchanged by the embedding of game elements too. Users of the expanded game questionnaire tended to give more precise and longer answers. The completion time also slightly increased for the gamified questionnaire. A direct comparison between the two variants of the questionnaire, showed that users preferred the design of the gamified questionnaire.

Homepage iJIM

[article @ journal’s homepage]
[article @ researchgate]

Reference: Prott, D., & Ebner, M. (2020). The Use of Gamification in Gastronomic Questionnaires. International Journal Of Interactive Mobile Technologies (IJIM), 14(02), pp. 101-118. doi:http://dx.doi.org/10.3991/ijim.v14i02.11695

[publication] 1×1 Trainer with Handwriting Recognition

Our publication about „1×1 Trainer with Handwriting Recognition“ got published in the International Journal of Interactive Mobile Technologies (iJIM). We described our successful app, which has been firstly announced already here.

Abstract:

Nowadays, computers and mobile devices play a huge role in our daily routines; they are used at work, for private purposes and even at school. Moreover, they are used as support for different kinds of activities and task, like for example, learning applications. The interaction of these applications with a computer is based on predefined input methods, whereas a touchscreen facilitates direct input via handwriting by using a finger or a pen. This paper deals with the invention of a mobile learning application, which is supposed to facilitate children’s learning of simple multiplication. The aim of this paper is to collect the data of children’ experiences using interactive handwriting on mobile devices. In order to gain this data, a school class of the school “Graz-Hirten” was tested and afterwards for evaluational purposes interviewed. The results of these usability tests have shown that children perceived handwriting via finger on screen as quite positive.

[Full text @ ResearchGate]

[Full text @ iJIM]

Reference: Rabko, M., Ebner, M. (2018) 1×1 Trainer with Handwriting Recognition. International Journal of Mobile Technologies (iJIM). 12/2. pp. 69-79. https://doi.org/10.3991/ijim.v12i2.7714