Is Technology a Sleeping Giant in Social Studies? The Influence of Augmented Reality on Students’ Academic Achievement, Motivation, and AttitudesKayaalp, Fatih; Meral, Elif; Gökbulut, Bayram
doi: 10.1080/10447318.2026.2670533pmid: N/A
Abstract Even though the potential impact of technology in Social Studies is depicted using the ‘sleeping giant’ metaphor, a limited number of studies have focused on such impact. This study aimed to explore the impact of Augmented Reality (AR) on students’ academic achievement, motivation, and attitudes towards the Social Studies course. For this purpose, it was conducted with an exploratory sequential mixed methods design. As a result, the experimental group students were to found to exhibit higher academic achievement and motivation levels compared to the control group students. While quantitative findings did not reveal a statistical significance between the groups in relation to students’ attitudes towards the course, qualitative findings showed that AR technology positively affected their attitude towards the course. This study provides an important insight into how AR technology could be used in the Social Studies course.
From Imagination to Comic: Designing and Evaluating a System to Empower Controllable AI Comic Creation via Drag-and-Drop Visual PromptsChen, Wenjuan; Tang, Congyun; Guo, Wenchen
doi: 10.1080/10447318.2026.2676758pmid: N/A
Abstract Creating comics with the assistance of generative systems is becoming increasingly accessible, but existing tools often lack intuitive ways for users to express and control their creative intent. We present CardComposer, a novel drag-and-drop interaction paradigm that enables users to construct comic scenes by visually assembling modular cards representing narrative elements such as composition, camera angle, character pose, and manga-specific symbols. Grounded in principles of visual storytelling and direct manipulation, our system enables users to create structured prompts by arranging and grouping cards spatially and semantically. This interaction model shifts the focus from parameter tuning and text prompting to expressive visual composition. Through a comparative user study with both novice and experienced comic creators (N = 21), we found that CardComposer supports greater perceived control, reduces cognitive load, and fosters creative exploration compared to conventional prompt-based workflows. We discuss the implications for designing visual interfaces that support both structured and flexible authoring in AI-assisted creative tools.
When Less is More: The Interacting Effects of Spatial and Temporal Cues in Virtual RealityHe, Hui; Xu, Ke; Ai, Di; Li, Xing; Zhang, Yi
doi: 10.1080/10447318.2026.2674825pmid: N/A
Abstract Immersive virtual reality (VR) has transformative potential for education, yet the principles for optimal learning environments remain nascent. A 2×2 between-subjects experiment with 118 college students examined the individual and interactive effects of temporal cues (with vs. without) and spatial cues (with vs. without) on cognitive load, perceived presence, and learning performance. Temporal cues reduced intrinsic cognitive load but did not directly enhance learning, whereas spatial cues reduced extraneous cognitive load, increased presence, and improved performance. Mediation analyses indicated that the effect of spatial cues on learning performance was fully mediated by extraneous cognitive load, but this benefit was diminished when temporal cues were concurrently provided. These findings suggest that cue interaction in immersive VR reflects a load-dependent reallocation of cognitive resources rather than simple attentional competition. This study highlights the importance of selectively deploying spatial and temporal cues to optimize cognitive load and learning in immersive VR environments.
Do Environment-Modification Behaviors and Gamers’ Immersiveness Shape Exceptionalism Beliefs?Vuong, Quan-Hoang; Kianfar, Fatemeh; Tran, Thi Mai Anh; Sari, Ni Putu Wulan Purnama; Kumaladewi, Cresensia Dina Candra; La, Viet-Phuong; Nguyen, Minh-Hoang
doi: 10.1080/10447318.2026.2676185pmid: N/A
Abstract As digital worlds become increasingly immersive and ecologically sophisticated, they provide novel contexts for examining how human value systems, specifically human exceptionalism, are formed and transformed. This study investigates how virtual environment-modification behaviors and players’ sense of immersiveness jointly predict exceptionalism. Using Granular Interaction Thinking Theoryand the Bayesian Mindsponge Framework, we analyze five key activities—tree planting, flower planting, flower crossbreeding, terraforming, and creating conditions for bug respawn—based on a dataset of 640 Animal Crossing: New Horizons players from 29 countries. Results reveal two behavioral clusters distinguished by controllability. High-controllability behaviors (i.e., flower planting and terraforming) predict higher exceptionalism, whereas the flower-planting effect reverses among highly immersed players. Low-controllability behaviors (i.e., flower crossbreeding and manipulating bug spawning) predict lower exceptionalism, but these associations weaken or reverse under high immersiveness, respectively. These findings suggest leveraging virtual worlds to cultivate Nature Quotient (NQ), mitigate exceptionalist tendencies, and foster eco-surplus culture.
Human-Centred Evaluation of an Interactive User Interface for Surrogate Decision Trees via PsychometricsAttanasio, Carmine; Vilone, Giulia; Holzinger, Andreas; Longo, Luca
doi: 10.1080/10447318.2026.2675436pmid: N/A
Abstract One of the goals of Explainable Artificial Intelligence is to enhance users’ understanding of model function and inferential capabilities by providing human-understandable explanations. An Artificial Neural Network has been trained, and interpretable decision rules have been extracted through the C4.5 algorithm. These rules were integrated into a dynamic, interactive interface that allows users to visualise and understand the inferential mechanisms behind model predictions. To rigorously assess the explainability of these rules, this research introduces a user-centred and culturally adapted evaluation, via psychometrics, of two questionnaires for XAI: the System Causability Scale and a multi-dimensional XAI scale. Findings demonstrated acceptable reliability for both questionnaires and an acceptable level of construct validity. Beyond scale translation, this research contributes to knowledge by providing a rigorously validated Italian version of existing explainability and causability questionnaires, enabling reliable cross-cultural evaluation of XAI systems and facilitating comparable empirical studies across linguistic and cultural contexts.
Toward Adaptive VR Design: Physiological and Cognitive Predictors of Cybersickness in Serious GamesAnnisa Damastuti, Fardani; Firmansyah, Kenan; Arif, Yunifa Miftachul; Yuniar Hakkun, Rizky; Hariadi, Mochamad
doi: 10.1080/10447318.2026.2684064pmid: N/A
Abstract Cybersickness limits the usefulness of virtual reality (VR) for serious games. Multivariate cybersickness prediction has been studied widely, but mostly on tightly controlled stimuli rather than free-play settings. We examined a small set of theory-motivated predictors in a VR fishery-management simulation with 105 participants, recording heart rate variability (HRV), galvanic skin response (GSR), and heart rate (HR), and collecting post-session ratings of cognitive load and session duration. Hierarchical regression on 94 complete cases explained 35.8% of cybersickness variance (R 2 = 0.358, F(7,86) = 6.84, p < 0.001). Duration dominated (β = 0.87), followed by cognitive load (β = 0.52) and GSR (β = 0.54); HR was marginal (β = 0.45, p = 0.052); HRV correlated bivariately (r = −0.24) but was attenuated in the multivariate model. Duration, cognitive load, and GSR are candidate inputs for adaptive comfort systems in serious-game VR.
The Authenticity Paradox: The Threshold Model of Synthetic AuthenticitySaxena, Prashant; Prahl, Andrew
doi: 10.1080/10447318.2026.2680242pmid: N/A
Abstract Authenticity is moving to the heart of communication theory as an audience-level judgment built from cues. Current frameworks assume a human communicator and predict that richer channels enhance authenticity, an assumption we test by contrasting human and synthetic authenticity. We define synthetic authenticity as the perception that an artificial agent is real enough to engage despite known ontological hollowness. Drawing on a bibliometric map of 2,685 articles (1966–2025) and a meta-synthesis of 111 AI persona studies (2017–2025), we argue that human authenticity relies on cue accumulation, where redundancy reinforces trust, while synthetic authenticity relies on cue minimalism, where redundancy triggers scrutiny unless sensory fidelity is calibrated to the task. We operationalize this divergence through the Threshold Model of Synthetic Authenticity, which posits sufficiency, script, and relational thresholds beyond which the suspension of disbelief collapses and human-AI interaction shifts from communication to forensic audit.
Inferring Goal-Directed Cognitive States from Everyday Smartphone Interaction for Adaptive Human–Computer InteractionKim, Eunbi; Park, Daehee; Lee, John; Kim, Jeong Min; Ko, Serin; Kim, Yongwook; Lee, Sanghak
doi: 10.1080/10447318.2026.2684306pmid: N/A
Abstract This study proposes the Digital Cognitive Productivity Index (DCPI), a novel interaction-level measure designed to infer users' capacity for goal-directed cognitive activity from passively collected smartphone behavior. Based on a comprehensive two-week field study conducted with 100 participants, six core behavioral indicators were identified and successfully integrated into the DCPI framework. To validate its practical utility, a prototype system was developed to demonstrate how inferred cognitive productivity can effectively support adaptive, context-aware human–computer interaction. By leveraging personalized timing, modality, and feedback strategies, this research illustrates the potential of the DCPI to significantly enhance user experience within proactive, intelligent agent ecosystems. Ultimately, this framework provides a foundational methodology for mitigating cognitive overload and optimizing human performance in increasingly complex digital environments.
Cross-Regional Insights into How Online Dark Patterns Shape Consumer Behaviour: The Mediating Role of Online ComplaintAbou Chaar, Dana; Bachkirov, Alexandre Anatolievich; Rezaur Razzak, Mohammad; Soliman, Mohammad
doi: 10.1080/10447318.2026.2678540pmid: N/A
Abstract This multi-country study investigates how online dark patterns influence consumer cognition, emotions, and behavior, ultimately shaping broader consumer culture on online platforms. Drawing on data from 698 consumers worldwide, the study employs PLS-SEM to reveal the links through which perceived deception influences symbolic incongruity, brand distrust, and brand hate, which in turn drive brand switching. This research identifies online complaining as a key mediating factor linking negative cognitive and emotional reactions to behavioral outcomes. The findings reveal a multi-stage process whereby dark patterns undermine brand trust and loyalty, thereby cultivating a culture of consumer skepticism. The present study contributes to a better understanding of the societal and cultural ramifications of dark-pattern practices that influence consumer behavior by clarifying the underlying cognitive and affective mechanisms. This highlights the importance of, and urgent need for, regulatory measures to safeguard integrity and trust.
From Play to Detection: Mini-SPACE as a Serious Game for Unsupervised Cognitive Impairment ScreeningTian, Nana; Colombo, Giorgio; Schinazi, Victor R.
doi: 10.1080/10447318.2026.2674833pmid: N/A
Abstract Early detection of Cognitive Impairment (CI) is critical for timely intervention, preservation of independence, and reducing the burden of dementia. Yet, most screening tools remain lengthy, clinic-based, and poorly suited for large-scale unsupervised deployment. This article evaluates the test-retest reliability, validity, and usability of mini-SPACE, a short iPad-based serious game for detecting early signs of CI. Participants played mini-SPACE at home without supervision once a week for 3 weeks, with a more challenging version of the game in the final week. Mini-SPACE showed good test-retest reliability in unsupervised settings. Younger age was the primary predictor of performance, usability, and cognitive load. Importantly, the prediction of scores in the Montreal Cognitive Assessment (MoCA) improved with repeated measures. These findings support the screening potential of mini-SPACE with respect to MoCA-defined impairment in unsupervised settings, while clinical diagnostic accuracy remain to be established.