Analysis and Design of Three Multimodal Interactive Systems to Support the Everyday Needs of Children with Cognitive Impairments

Ntoa, S., Leonidis, A., Korozi, M., Papadaki, E., Margetis, G., Antona, M., & Stephanidis, C. (2015) Analysis and Design of Three Multimodal Interactive Systems to Support the Everyday Needs of Children with Cognitive Impairments In M. Antona & C. Stephanidis (Eds.), Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being – Volume 9 of the combined Proceedings of the 17th International Conference on Human-Computer Interaction (HCI International 2015), Los Angeles, CA, USA, 2-7 August, pp. 637-648. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer

Abstract

The autonomy and independence of users with cognitive impairments can be fostered through cognitive technologies. The use of traditional computer interfaces has however proved to be difficult for these users. This paper proposes three innovative systems to train children with cognitive impairments in three fundamental everyday life activities: (a) familiarizing with the home environments, its objects and activities; (b) learning about money and practicing shopping skills; and (c) learning how to prepare and cook simple meals. All three systems feature multimodal interaction and support multimedia output.

Art and Coffee in the Museum

Partarakis, N., Zidianakis, E., Antona, M., & Stephanidis, C. (2015) Art and Coffee in the Museum In N. Streitz & P. Markopoulos (Eds.), Distributed, Ambient, and Pervasive Interactions – Volume 21 of the combined Proceedings of the 17th International Conference on Human-Computer Interaction (HCI International 2015), Los Angeles, CA, USA, 2-7 August, pp. 370-381. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer

Abstract

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 [16]. 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.

Augmenting Printed Documents

Zabulis, X., Margetis, G., Koutlemanis, P., & Stephanidis, C. (2015) Augmenting Printed Documents

Abstract

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.

Employing ambient intelligence technologies to adapt games to children’s playing maturity

Zidianakis, E., Zidianaki, I., Ioannidi, D., Partarakis, N., Antona, M., Paparoulis, G., & Stephanidis, C. (2015) Employing ambient intelligence technologies to adapt games to children’s playing maturity In International Conference on Universal Access in Human-Computer Interaction (pp. 577-589). Springer International Publishing.

Enabling Programmability of Smart Learning Environments by Teachers

Leonidis, A., Antona, M., & Stephanidis, C. (2015) Enabling Programmability of Smart Learning Environments by Teachers In N. Streitz & P. Markopoulos (Eds.), Distributed, Ambient, and Pervasive Interactions – Volume 21 of the combined Proceedings of the 17th International Conference on Human-Computer Interaction (HCI International 2015), Los Angeles, CA, USA, 2-7 August, pp. 62-73. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer

Abstract

The evolution of Information Technology (IT) and the emergence of the Ambient Intelligence paradigm have drastically affected the way users live and learn. Ambient Intelligence is a vision of the future that offers great opportunities to enrich everyday activities (e.g., on the road, at home, at work, etc.) and has been proven to play an important role in education. In smart learning environments, learning activities are enhanced with the use of pervasive and mobile computing. This paper presents an extensible software infrastructure that empowers teachers to design and program purposeful and engaging learning activities for formal and informal learning environments, by combining and orchestrating cloud-based, ambient and pervasive facilities and services.

Enhancing education through natural interaction with physical paper

G. Margetis, X. Zabulis, S. Ntoa, P. Koutlemanis, E. Papadaki, M. Antona, C. Stephanidis (2015) Enhancing education through natural interaction with physical paper Universal Access in the Information Society, Special Issue on “User Experience and Access using Augmented and Multimedia Technologies”, (pp. 427-447)

Abstract

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.

Modeling and Assessing Young Children Abilities and Development in Ambient Intelligence

Zidianakis, E., Ioannidi, D., Antona, M., & Stephanidis, C. (2015) Modeling and Assessing Young Children Abilities and Development in Ambient Intelligence In European Conference on Ambient Intelligence (pp. 17-33). Springer International Publishing.

Traditional Painting Revised: The Ambient Intelligence Approach to Creativity

Nikolaos Partarakis, Margherita Antona, Emmanouel Zidianakis, Panagiotis Koutlemanis, Constantine Stephanidis (2015) Traditional Painting Revised: The Ambient Intelligence Approach to Creativity In A. L. Brooks, E. Ayiter & O. Yazicigil (Eds.), Proceedings of the 4th International Conference on Arts and Technology (ArtsIT 2014), Istanbul, Turkey, 10-12 November (pp. 45-53). Switzerland: Springer

Abstract

Today, many forms of art are influenced by the emergence of interactive technologies, including the mixing of physical media with digital technology for forming new hybrid works of art and the usage of mobile phones to create art projected on public spaces. Many artists and painters use digital technology to augment their work technically and creatively. In the same context many believe that the time of transition from traditional analogue art to postmodern digital art, that is, to an art grounded in codes rather than images has arrived. The research work described in this paper contributes towards supporting, through the use of Ambient Intelligence technologies, traditional painters’ creativity, as well as methods and techniques of art masters. The paper presents the design and implementation of an intelligent environment and its software infrastructure, to form a digitally augmented Art Workshop. Its practical exploitation was conducted in an Ambient Intelligence (AmI) simulation space and four feasibility studies were conducted. In each of these studies an oil painting was created following an alternative, yet accredited by artists, approach.

A cross-platform, remotely-controlled mobile avatar simulation framework for AmI environments

Zidianakis, E., Papagiannakis, G., & Stephanidis, C. (2014) A cross-platform, remotely-controlled mobile avatar simulation framework for AmI environments In SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications (p. 12). ACM.

Building a sensory infrastructure to support interaction and monitoring in ambient intelligence environments

Zidianakis, E., Partarakis, N., Antona, M., & Stephanidis, C. (2014) Building a sensory infrastructure to support interaction and monitoring in ambient intelligence environments In International Conference on Distributed, Ambient, and Pervasive Interactions (pp. 519-529). Springer International Publishing.
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