Staged Model-Driven Generators – shifting responsibility for code emission to embedded metaprograms

Lilis, Y., Savidis, A., & Valsamakis, Y. (2014) Staged Model-Driven Generators – shifting responsibility for code emission to embedded metaprograms In the Proceedings of the 2nd International Conference on Model-Driven Engineering and Software Development (MODELSWARD 2014), Lisbon, Portugal, 7-9 January (pp. 509-521). Portugal: SCITEPRESS.

Abstract

We focus on MDE tools generating source code, entire or partial, providing a basis for programmers to introduce custom system refinements and extensions. The latter may introduce two maintenance issues once code is freely edited: (i) if source tags are affected model reconstruction is broken; and (ii) code inserted without special tags is overwritten on regeneration. Additionally, little progress has been made in combining sources whose code originates from multiple generative tools. To address these issues we propose an alternative path. Instead of generating code MDE tools generate source fragments as abstract syntax trees (ASTs). Then, programmers deploy metaprogramming to manipulate, combine and insert code on-demand from ASTs with calls resembling macro invocations. The latter shifts responsibility for source code emission from MDE tools to embedded metaprograms and enables programmers control where the produced code is inserted and integrated. Moreover, it supports source regeneration and model reconstruction causing no maintenance issues since MDE tools produce non-editable ASTs. We validate our proposition with case studies involving a user-interface builder and a general purpose modeling tool.

Tracking persons using a network of RGBD cameras

Galanakis, G., Zabulis, X., Koutlemanis, P., Paparoulis, S., & Kouroumalis, V. (2014) Tracking persons using a network of RGBD cameras In the Proceedings of the 7th ACM International Conference on PErvasive Technologies Related to Assistive Environments (PETRA 2014), Rhodes, Greece, 27-30 May.

Abstract

A computer vision system that employs an RGBD camera network to track multiple humans is presented. The acquired views are used to volumetrically and photometrically reconstruct and track the humans robustly and in real time. Given the frequent and accurate monitoring of humans in space and time, their locations and walk-through trajectory can be robustly tracked in real-time.

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.

A Museum Guide Application for Deployment on User-Owned Mobile Devices

Kapnas, G., Leonidis, A., Korozi, M., Ntoa, S., Margetis, G., & Stephanidis, C (2013) A Museum Guide Application for Deployment on User-Owned Mobile Devices In C. Stephanidis (Ed.), HCI International 2013 - Posters' Extended Abstracts, Part II - Volume 29 of the combined Proceedings of HCI International 2013 (15th International Conference on Human-Computer Interaction), Las Vegas, Nevada, USA, 21-26 July, pp. 253-257. Berlin Heidelberg: Communications in Computer and Information Science (CCIS 374, ISBN: 978-3-642-39475-1).

Abstract

This poster describes the design and development of a comprehensive Museum Tour Guide mobile application that can be installed on user-owned devices. The purpose of the application is to provide museum visitors with a device that can improve their experience through optimised planning of their visit and an always-available stream of information regarding the museum and its exhibits. The main goals, the design, as well as the implementation of the application are described and the main functions of the application are presented. Finally, conclusions are drawn and further development ideas are discussed.

A Prototypical Interactive exhibition for the Archaeological Museum of Thessaloniki

D. Grammenos, X. Zabulis, D. Michel, P. Padeleris, T. Sarmis, G. Georgalis, P. Koutlemanis, K. Tzevanidis, A. A. Argyros, M. Sifakis, P. Adam-Veleni, C. Stephanidis (2013) A Prototypical Interactive exhibition for the Archaeological Museum of Thessaloniki International Journal of Heritage in the Digital Era, 2(1):75-99, 2013

Abstract

In 2010, the Institute of Computer Science of the Foundation for Research and Technology-Hellas (ICS-FORTH) and the Archaeological Museum of Thessaloniki (AMTh) collaborated towards the creation of a special exhibition of prototypical interactive systems with subjects drawn from ancient Macedonia, named “Macedonia from fragments to pixels”. The exhibition comprises seven interactive systems based on the research outcomes of ICS-FORTH's Ambient Intelligence Programme. Up to the summer of 2012, more than 165.000 people have visited it. The paper initially provides some background information, including related previous research work, and then illustrates and discusses the development process that was followed for creating the exhibition. Subsequently, the technological and interactive characteristics of the project's outcomes (i.e., the interactive systems) are analysed and the complementary evaluation approaches followed are briefly described. Finally, some conclusions stemming from the project are highlighted.

A Steerable Multitouch Display for Surface Computing and its Evaluation

P. Koutlemanis, A. Ntelidakis, X. Zabulis, D. Grammenos, I. Adami (2013) A Steerable Multitouch Display for Surface Computing and its Evaluation International Journal on Artificial Intelligence Tools, Vol. 22, No. 6 (2013) 1360016, World Scientific Publishing Company.

Abstract

In this paper, a steerable, interactive projection display that has the shape of a disk is presented. Interactivity is provided through sensitivity to the contact of multiple fingertips and is achieved through the use of a RGBD camera. The surface is mounted on two gimbals which, in turn, provide two rotational degrees of freedom. Modulation of surface posture supports the ergonomy of the device but can be, alternatively, used as a means of user-interface input. The geometry for mapping visual content and localizing fingertip contacts upon this steerable display is provided, along with pertinent calibration methods for the proposed system. An accurate technique for touch detection is proposed, while touch detection and projection accuracy issues are studied and evaluated through extensive experimentation. Most importantly, the system is thoroughly evaluated as to its usability, through a pilot application that was developed for this purpose. We show that the outcome meets real-time performance, accuracy and usability requirements for employing the approach in human computer interaction.

Addressing Learning Disabilities in Ambient Intelligence Educational Environments

Ntoa, S., Antona, M., Margetis, G., & Stephanidis, C (2013) Addressing Learning Disabilities in Ambient Intelligence Educational Environments In C. Stephanidis & M. Antona (Eds.), Universal Access in Human-Computer Interaction: Applications and Services for Quality of Life (Part III) – Volume 8 of the combined Proceedings of the 15th International Conference on Human-Computer Interaction (HCI International 2013), Las Vegas, Nevada, USA, 21 - 26 July, pp. 231-240. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer (LNCS 8011, ISBN: 978-3-642-39193-4).

Abstract

Learning disabilities (LD) affect not only an individual’s academic skills, but also many aspects of life for a large population percentage. As a result, understanding individuals with learning disabilities and addressing their needs is an active topic of research, although it has been studied for several years. On the other hand, Ambient Intelligence (AmI) is an emerging field of research. AmI environments are claimed to be among other things sensitive, caring and adaptive to their inhabitants. In the context of education, AmI can adopt a student-centric approach and support the education activities that are taking place adapting to the individual learner’s needs. This paper proposes an approach for AmI educational environments to assist in identifying, monitoring, and providing adapted instruction to students with LDs.

Ambient Assisted Living for People with Motor Impairements

Adami, I., Antona, M., & Stephanidis, C (2013) Ambient Assisted Living for People with Motor Impairements In G. Kouroupetroglou (Ed.), Disability Informatics and Web Accessibility for Motor Limitations. (pp. 76-104). Hershey, PA, USA: IGI Global.

Abstract

The field of Ambient Assisted Living (AAL) has shown great potential in counteracting some of the effects of the worldwide population ageing phenomenon. Its main goal is to promote a safe, healthy, and functional living environment for the elderly and people with disabilities who wish to live independently in their home. To achieve this goal, AAL environments utilize Information and Communication Technologies (ICTs) and the emerging Ambient Intelligence (AmI) paradigm in order to provide sophisticated solutions that can support the needs of an elderly person or a person with disabilities, at home. This chapter will present examples of AAL environments found in research and academic literature and the solutions they offer to cater for the basic needs of people with motor impairments in order to support their independent living and quality of life. The challenges of using such technologies will also be discussed.

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.

An Intelligent Hotel Room

Leonidis, A., Korozi, M., Margetis, G., Grammenos, D., & Stephanidis, C (2013) An Intelligent Hotel Room In J.C. Augusto, R. Wichert, R. Collier, D. Keyson, A.A. Salah, & A-H. Tan (Eds.), Proceedings of the 4th International Joint Conference on Ambient Intelligence (AmI-2013), Dublin, Ireland, 3-5 December (pp. 241-246). Heidelberg, Germany: Springer (LNCS 8309).

Abstract

This paper presents an innovative application of ambient technology in the domain of tourism and leisure that aims to improve the quality of services offered by the hospitality industry. The main objective is to formulate an ambient ecosystem that observes its surroundings using non-invasive technology and adapts its behavior, in real-time, to deliver “intelligent” and personalized services to the occupants of a guest room. Towards that direction, the proposed system aims to leverage the disadvantages of being away from home and offer a unique user experience.

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