A Multimodal Ambient Intelligence Environment for Playful Learning

Papagiannakis, H., Antona, M., Ntoa, S., & Stephanidis, C (2013) A Multimodal Ambient Intelligence Environment for Playful Learning Journal of Universal Computer Science, special issue on “Towards Sustainable Computing through Ambient Intelligence”, 19 (17), 2617-2636.

Abstract

This paper reports the design, development and evaluation of a technological framework for learning applications, named AmI Playfield, aimed at creating challenging learning conditions through play and entertainment. AmI Playfield is an educative Ambient Intelligent (AmI) environment which emphasizes the use of kinesthetic and collaborative technology in a natural playful learning context and embodies performance measurement techniques. In order to test and assess AmI Playfield, the "Apple Hunt" application was developed, which engages (young) learners in arithmetic thinking through kinesthetic and collaborative play, observed by unobtrusive AmI technology behind the scene. "Apple Hunt" has been evaluated according to a combination of methodologies suitable for young testers, whereas Children Committees are introduced as a promising approach to evaluation with children. The obtained results demonstrate the system's high potential to generate thinking and fun, deriving from the learners' full-body kinesthetic play and team work.

AmI-RIA: Real-Time Teacher Assistance Tool for an Ambient Intelligence Classroom

Mathioudakis, G., Leonidis, A., Korozi, M., Margetis, G., Ntoa, S., Antona, M., & Stephanidis, C (2013) AmI-RIA: Real-Time Teacher Assistance Tool for an Ambient Intelligence Classroom In the Proceedings of the 5th International Conference on Mobile, Hybrid, and On-line Learning (eLmL 2013), Nice, France, February 24 - March 1 (pp. 37-42). France: IARIA.[BEST PAPER AWARD]

Abstract

This paper discusses a learner-centric approach towards supporting instructors on improving the learning process in ambient educational environments. The proposed system introduces an intelligent multi-agent infrastructure that monitors unobtrusively the students’ activities and notifies the teacher, in real-time, about potential learning weaknesses and pitfalls that need to be addressed. For that to be achieved several applications have been developed: (i) a real-time classroom activity visualizer, (ii) a behavioral reasoner that aims to identify common behaviors by analyzing classroom statistics records, and (iii) various mini-tools like the classroom attendance record, the schedule manager, etc. Following the system’s description, findings of the preliminary expert-based evaluation are presented and future extensions are proposed.

Augmenting physical books towards education enhancement

Margetis, G., Ntelidakis, A., Zabulis, X., Ntoa, S., Koutlemanis, P., & Stephanidis, C (2013) Augmenting physical books towards education enhancement In the Proceedings of the 1st IEEE Workshop on User-Centred Computer Vision (UCCV 2013), Tampa, FL, USA, 16-18 January (pp. 43-49).

Abstract

This paper presents an interactive desk that augments physical books that are placed upon its surface with multimedia content and interactive applications. Such content is dynamically displayed in augmentation to the currently open page of the book, that is, aligned in realtime with its 2D orientation upon the desk. The rendered applications are controlled by the users with the use of a stylus, both through contact with the book or desk, as well as, through a small vocabulary of gestures performed with the stylus. The evaluation of the accuracy, robustness, and performance of the proposed computer vision modules supporting this interaction are reported through quantitative experiments. In addition, the system usability was validated and the suitability of educational applications was explored through pilot applications, which include music and digital animation on pages, content-based multimedia presentation, context-based online search, as well as, note-taking through handwriting.

The book of Ellie: An interactive book for teaching the alphabet to children

Papadaki, E., Zabulis, X., Ntoa, S., Margetis, G., Koutlemanis, P., Karamaounas, P., & Stephanidis, C (2013) The book of Ellie: An interactive book for teaching the alphabet to children In the Proceedings of the 2013 IEEE International Conference on Multimedia and Expo Workshops (ICMEW 2013), San Jose, California, USA, 15-19 July (6 pages). NY, USA: IEEE.

Abstract

Augmented Reality environments have shown to be relevant and valuable in many instances of the educational process. Accounting for the advantages and conventional gains of learning through physical books and printed matter in general, this paper presents an approach towards augmenting both such media. This work has elementary school as a con-text and presents an approach towards augmenting a physical book and associated learning cards, with the purpose of providing a playful approach to learning the alphabet. The two principal activities involved in studying from an elementary school book are augmented: learning, during which the student receives information about letters, phonemes, and words, and practicing where questions are asked to the young student in order to consolidate the recently acquired knowledge. The proposed implementation is evaluated initially as to its performance and accuracy and then as to its usability and suitability for efficient and intuitive interaction.

Ambient Educational Mini-games

Korozi, M., Leonidis, A., Margetis, G., Koutlemanis, G., Zabulis, X., Antona, M., & Stephanidis, C. (2012) Ambient Educational Mini-games In G. Tortora, S. Levialdi & M. Tucci (Eds.), Proceedings of the International Working Conference on Advanced Visual Interfaces (AVI 2012), Capri Island (Naples), Italy, 21-25 May (802-803). New York: ACM Press.

Abstract

This system paper describes two educational mini-games (a multiple-choice quiz and a geography-related game) that combine learning and ambient technology. Their innovative feature is that they offer physical interaction through printed cards on a tabletop setup, where a simple webcam monitors the table's surface and identifies the thrown cards. Following a brief discussion of ambient technology integration in the environment, the overall concept of these games is described and potential future improvements are outlined.

An augmented interactive table supporting preschool children development through playing

Zidianakis, E., Antona, M., Paparoulis, G., & Stephanidis, C. (2012) An augmented interactive table supporting preschool children development through playing In the Proceedings of the 2012 AHFE International Conference (4th International Conference on Applied Human Factors and Ergonomics), San Francisco, California, USA, 21-25 July (pp. 744-753). [CD-ROM]. USA Publishing (ISBN: 978-0-9796435-5-2).

Abstract

This paper discusses the opportunities and challenges of Ambient Intelligence (AmI) technologies in the context of child development, and presents the methodology and preliminary results of the development of an augmented interactive table which offers to preschool children various AmI educative and entertaining applications. The overall objective of this work is to assess how AmI technologies can contribute to the enhancement of children’s skills and abilities through common play activities during the various stages of their growth and development.

Learning by Playing in an Ambient Intelligent Playfield

Papagiannakis, H., Ntoa, S., Antona, M, and Stephanidis, C. (2012) Learning by Playing in an Ambient Intelligent Playfield In J. Bravo, D. López-de-Ipiña, and F. Moya (Eds.) UCAmI 2012, LNCS 7656, pp. 486–498. Springer-Verlag Berlin Heidelberg.

Abstract

This paper presents an educational Ambient Intelligent (AmI) environment, named AmI Playfield. AmI Playfield is grounded on contemporary learning principles to build a natural playground enriched by computational vision techniques, which provides the basis for physical (kinesthetic) collaborative play and performance measurement. Visual displays, mobile controllers and sound facilities support the player strategy, while their customizations allow the easy development of a wide variety of learning applications. This paper: (i) discusses the design, implementation and evaluation of AmI Playfield, (ii) illustrates an educational arithmetic game, named Apple Hunt, developed in order to test and validate the AmI playfield environment, and (iii) discusses the evaluation of Apple Hunt in terms of both methodology and results.

Towards Building Pervasive UIs for the Intelligent Classroom: The PUPIL Approach

Korozi, M., Ntoa, S., Antona, M., Leonidis, A., & Stephanidis, C. (2012) Towards Building Pervasive UIs for the Intelligent Classroom: The PUPIL Approach In G. Tortora, S. Levialdi & M. Tucci (Eds.), Proceedings of the International Working Conference on Advanced Visual Interfaces (AVI 2012), Capri Island (Naples), Italy, 21-25 May (279-286). New York: ACM Press.

Abstract

Information and Communication technologies have the potential to permeate the classroom and modernize the educational process. However, in the context of a smart classroom, building educational applications poses unique challenges from an HCI perspective, due to the diversity of user and context requirements. This paper introduces a framework that facilitates the design, development and deployment of pervasive educational applications that can automatically transform according to the context of use to ensure their usability. The collection of widgets incorporates both common basic widgets (e.g., buttons, images) and mini interfaces frequently used in educational applications, as ready-to-use modules. The designer can either (i) combine and customize widgets from both categories to build an interface just once, or (ii) build and incorporate it as a custom-made mini interface in the collection for future reuse. Finally, the framework's usability has been evaluated with users obtaining very positive results and potential suggestions for extensions.

A Smart Environment for Augmented Learning through Physical Books

Margetis, G., Koutlemanis, P., Zabulis, X., Antona, M., & Stephanidis, C. (2011) A Smart Environment for Augmented Learning through Physical Books In the Proceedings of the IEEE International Conference on Multimedia and Expo (ICME 2011), Barcelona, Spain, 11-15 July 2011.

Abstract

Today, augmented reality is evolving towards sophisticated approaches exploiting the opportunities offered by immersive environments and high quality 3D graphics. Such systems can prove to be very useful in the context of education, especially when learning involves reading and writing activities. However, the majority of existing systems relies on touch-based interaction, or on interaction with proprietary technological artifacts. This paper presents an approach to enhancing reading and writing on physical books through smart augmentation. It is based on the intuitive and unobtrusive monitoring of students gestures during reading and writing activities through cameras, facilitating context-aware content sensitive assistance without requiring any special interaction device.

A Student-Centric Intelligent Classroom

Antona, M., Leonidis, A., Margetis, G., Korozi, M., Ntoa, S., & Stephanidis, C. (2011) A Student-Centric Intelligent Classroom In D. Keyson et al. (Eds.), Proceedings of the 2nd International Joint Conference in Ambient Intelligence (AmI 2011), 16-18 November, Amsterdam, The Netherlands (pp. 248-252). Berlin Heidelberg, Germany: Springer [LNCS: 7040].

Abstract

This paper discusses a line of research targeted to investigate and introduce innovative solutions for efficient learning in smart environments through integrating AmI technology in the learning process. Following a discussion of current approaches to technology integration in the classroom, the overall concept of the Student-Centric “Intelligent” Classroom and the related software are described. Potential future improvements are outlined.

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