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.
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.
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.
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.
This paper presents an augmented reality environment for students' improved learning, which is based on unobtrusive monitoring of the natural reading and writing process. This environment, named SESIL, is able to perform recognition of book pages and of specific elements of interest within a page, as well as to perceive interaction with actual books and pens/pencils, without requiring any special interaction device. As a result, unobtrusive, context - aware student assistance can be provided. In this way, the learning process can be enhanced during reading with the retrieval and presentation of related material and, during writing, by the provision of assistance to accomplish writing tasks whenever appropriate. The SESIL environment is evaluated in terms of robustness, accuracy and usability.
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.
This paper reports on the results of a user-based evaluation that was conducted on a 3D virtual environment that supports diverse interaction techniques. More specifically, the interaction techniques that were evaluated were touch, gestures (hands and legs) and the use of a smart object. The goal of the experiment was to assess the effectiveness of each interaction modes as a means for the user to complete common tasks within the application. A comparison is attempted in order to provide an insight to the suitability of each technique and direct future research in the area.
Technological advancements and contemporary learning theories dictate the need for redesigning the school environment to emded technology in a seamless way. This paper describes an approach towards the development and modernization of the future classroom, by redesigning the student desk. A technology-augemented desk was designed following an iterative approach, leading to the creation and evaluation of several alternative solutions.
Even though surface morphology is always taken into account when assessing clinically pigmented skin lesions, it is not captured by most modern imaging systems using digital imaging. Our aim is to develop a novel three-dimensional (3D) imaging technique to record detailed information of the surface anatomy of melanocytic lesions that will enable improved classification through digital imaging. The apparatus consists of three high-resolution cameras, a light source, and accompanying software. Volume measurements of specific phantoms using volumetric tubes render slightly lower values than those obtained by our 3D imaging system (mean%±SD, 3.8%±0.98, P<0.05). To examine the reproducibility of the method, sequential imaging of melanocytic lesions is carried out. The mean%±SD differences of area, major axis length, volume, and maximum height are 2.1%±1.1, 0.9%±0.8, 3.8%±2.9, and 2.5%±3.5, respectively. Thirty melanocytic lesions are assessed, including common and dysplastic nevi and melanomas. There is a significant difference between nevi and melanomas in terms of variance in height and boundary asymmetry (P<0.001). Moreover, dysplastic nevi have significantly higher variances in pigment density values than common nevi (P<0.001). Preliminary data suggest that our instrument has great potential in the evaluation of the melanocytic lesions. However, these findings should be confirmed in larger-scale studies.
An active field of research today is the technological enrichment of everyday activities using augmented reality and ambient intelligence technologies. To this end, augmenting dinner tables is a challenging task, requiring a high-quality user experience unobtrusively supporting and enhancing the user’s main goal: eating and socializing. This work presents an augmented restaurant table, facilitating customers’ ordering and enhancing their experience through entertainment and socialization features, as well as through interaction with physical objects placed upon the table surface.