The concept of Ambient Intelligence (AmI) is already playing an important role in enriching the educational experience. Such technologies offer students increased access to information within an augmented teaching environment, which encourages active learning and collaboration, enhancing their motivation to learn. Research work in this domain includes the learner-centered design and implementation of infrastructure technologies, prototypes of intelligent systems and applications, smart artifacts for learning and serious games. “Home game” is an innovative augmented table-top educational game that combines tangible interaction with a virtual environment, falling under the category of serious games. The system is structured into a set of mini-games (such as ‘Locate the room’ and ‘Find the wrong object’), which can be personalized for each player in terms of content and interaction paradigm, either automatically based on their profile settings or manually by the educators. Home Game is deployed in the Rehabilitation Centre for Children with Disabilities in Heraklion, Crete, Greece. The full paper will contain a detailed presentation of the User Interface and the learning analytics data that are displayed in each student’s personal dashboards, so as to facilitate educators in adjusting the learning process according the needs of each student. Furthermore, the results of an expert-based evaluation of the tool will be reported.
The emergence of Intelligent Classrooms, and in particular classrooms equipped with facilities for identifying the students’ attention levels, has raised the need for appropriate student-friendly tools that not only facilitate application hosting, but also acts as the means to re-engage inattentive students in the educational process. This work presents CognitOS, a web-based working environment that hosts several types of applications (i.e., exercises, multimedia viewer, digital book) that are utilized as channels to present interventions dictated by the intelligent decision-making mechanisms of the attention-aware classroom. This paper presents the functionality of CognitOS and the design process followed for its development.
This paper describes an educational game that aims to familiarize cognitive impaired children with household objects, the overall home environment and the daily activities that take place in it. In addition to touch-based interaction, the game supports physical manipulation through printed cards on a tabletop setup, using a webcam to detect and track the cards placed on the game board.
This paper presents a user experience study of interaction with printed maps for providing digitally augmented tourism information. The Interactive Maps system has been implemented based on an interactive printed matter framework which provides all the necessary components for developing smart applications that offer printed matter interaction, and has been deployed and evaluated in the context of the publicly available Tourism InfoPoint of the Municipality of Heraklion. The results of the evaluation highlight that interacting with digitally augmented paper is quite easy and natural, while the overall user experience is positive.
Natural interaction refers to people interacting with technology as they are used to interact with the real world in everyday life, through gestures, expressions, movements, etc., and discovering the world by looking around and manipulating physical objects . In the domain of cultural heritage research has been conducted in a number of directions including (a) Personalised Information in Museums, (b) Interactive Exhibits, (c) Interactive Games Installations in Museums, (d) Museum Mobile Applications, (e) Museums presence on the Web and (f) Museum Social Applications. Most museums target family groups and organize family-oriented events in their programs but how families choose to visit particular museums in response to their leisure needs has rarely been highlighted. This work exploits the possibility of extending the usage of AmI technology, and thus the user experience, within leisure spaces provided by museums such as cafeterias. The Museum Coffee Table is an augmented physical surface where physical objects can be used for accessing information about artists and their creations. At the same entertainment for children is facilitated through the integration of popular games on the surface. As a result, the entire family can seat around the table, drink coffee and complete their visit to the museum acquiring additional knowledge and playing games.
Pervasive computing environments have permeated current research and practice, unobtrusively augmenting existing environments with digital content. The present work, following a pervasive computing approach, proposes a framework to augment an educational environment, being a typical classroom or any studying environment. In this context, the work presented in this paper investigates unobtrusive interaction and support of active educational or studying activities through appropriate context-sensitive information. To this end, passive visual sensing is employed in order to unobtrusively perceive the current context and users’ actions, thus providing novel ways to implement natural interaction. The suitability of the proposed interaction technologies and overall approach has been demonstrated through three interactive applications integrated in the framework, each one supporting different interaction techniques and addressing different educational activities. Finally, a user experience evaluation of the three test-bed applications has been carried out, aiming to assess the applicability of the approach and the suitability of each of the proposed technologies to the educational tasks in hand.
The “Interactive Documents” system augments documents, books, and leaflets on the surfaces on which they are read. The augmented content complements that of the printed document interactively; the user can touch regions of interest both within the printed matter and the augmented content.