TL;DR: It is considered to be possible that noninvasive continuous glucose monitoring can be realized using the flexible biosensor and applied to measurement of glucose in tear fluids on an eye site of a Japan white rabbit.
Abstract: A soft contact-lens amperometric glucose sensor as novel wearable device of body sensor network was fabricated and tested. Also, the sensor was utilized to tear glucose monitoring. The sensor was constructed by immobilizing GOD onto a flexible oxygen electrode, which was fabricated using “Soft-MEMS” techniques onto a functional polymer membrane. In purpose of bioinstrumentation, adhesive agents were not used for constructing the flexible biosensor. Linear relationship between glucose concentration and output current was obtained in a range of 0.039 – 0.537 mmol/l. Current dependences on pH and temperature were also evaluated. The current was largest at pH 7.0 and the current increased when temperature increased. This indicates that the output current depends on enzyme activity. Based on the basic characteristics investigation, the glucose sensor was applied to measurement of glucose in tear fluids on an eye site of a Japan white rabbit. The change of tear glucose level induced by oral-administration of glucose was monitored as a current change of the sensor attached on the eye site. In this investigation, the tear glucose level varied from 0.2 mmol/l to 0.5 mmol/l. Although there was a delay of several tens of minutes towards blood sugar level, it is considered to be possible that noninvasive continuous glucose monitoring can be realized using the flexible biosensor. Keywords-wearable sensor; body sensor network; tear sugar; diabetes control
TL;DR: This paper proposes a framework with an automated tool to find and fix the inconsistencies of feature models based on Description Logic (DL) reasoning and recommends appropriate solutions to a domain analyst for resolving existing inconsistencies.
Abstract: Software product line engineering refers to the concept of sharing commonalities and variabilities of a set of software products in a target domain of interest. Feature models are one of the prominent representation formalisms for software product lines. Given the fact that feature models cover all possible applications and products of a target domain, it is possible that the artifacts are not necessarily and always consistent. Therefore, identifying and resolving inconsistencies in feature models is a significant task; especially, due to the fact that a large number of possible products and complex interactions between the software product line features need to be checked. To address these challenges, in this paper, we propose a framework with an automated tool to find and fix the inconsistencies of feature models based on Description Logic (DL) reasoning. The basic idea of our approach is to first transform and represent a feature model using Description Logics. The second step is to identify the possible inconsistencies of the feature model using DL reasoning and then recommend appropriate solutions to a domain analyst for resolving existing inconsistencies.
TL;DR: An extension of the previous work to combine quantitative and qualitative reasoning in 3D is presented, which is more expressive in that it now distinguishes several types of obscuration and differs from other region connection calculi used for qualitative spatial reasoning.
Abstract: Spatial qualitative analysis in 3D provides engineers with the ability to visually evaluate interference between parts, complicated geometric features, required tolerances, mechanism motion, and various aspects of assembly structure. Yet, despite the fact that 3D technology has been well developed for several years, many mechanical engineering designers currently do not use 3D CAD technology, and research in qualitative spatial reasoning continues to focus on 2D perspectives of 3D objects. In part, this is due to human cognitive limitations and the increased computational complexity of 3D modeling. However, given the greater wealth of information that can be obtained when additional dimensions are considered, and the enormous amount of 3D image data that are available, research efforts in this area should continue. Herein we present an extension of our previous work to combine quantitative and qualitative reasoning in 3D. The enhanced model is more expressive in that it now distinguishes several types of obscuration. Further, it differs from other region connection calculi used for qualitative spatial reasoning in that it determines the composite (topological plus obscuration) relation between two objects in 3D, not 2D. Keywords-qualitative spatial reasoning; region connection calculus; 3D
TL;DR: In this paper, a solution for a cloud computing-based platform, meant to improve sustainable mobility is presented, which helps users in choosing a transport solution according to their needs, preferences, and actual location.
TL;DR: A uniform solution that allows modeling and playing non-linear stories by following their semantic including temporal and logical relationships, is proposed, called MyStoryPlayer.
Abstract: Most of the solutions for accessing semantically annotated media provide clients for interpreting simplified information and not to directly executing the semantic annotations. Thus, the interactivity in the navigation among the semantic concepts is closed on the server side, leaving at the client/player tool a passive role. In this paper, a uniform solution (called MyStoryPlayer) that allows modeling and playing non-linear stories by following their semantic including temporal and logical relationships, is proposed. In MyStoryPlayer, any media segment can be an annotation for another media element, plus any semantic description. The user may navigate in the audiovisual annotations and media creating its own non-linear experience/path. The resulting solution includes a uniform semantic model, a corresponding semantic database for the knowledge, a distribution server for semantic knowledge and media, and the MyStoryPlayer to be used in web applications
TL;DR: SmilingWeb is presented, a first tentative to implement a cross-platform player for SMIL presentations contained in web pages and a JavaScript library, based on the web standards, which allows to solve the synchronization of media items contained in multimedia presentations through the use of any available browser.
Abstract: SMIL, Synchonized Multimedia Integration Language, is a W3C markup language for the definition of complex multimedia presentations. SMIL documents need a specific player for its playback and cannot be rendered by modern browsers. In this paper we present SmilingWeb, a first tentative to implement a cross-platform player for SMIL presentations contained in web pages. We implement a JavaScript library, based on the web standards, which allows to solve the synchronization of media items contained in multimedia presentations through the use of any available browser. The proposed solution is crossplatform and cross-browser, therefore it can be potentially used by any user. The player has been tested with the SMIL Testsuite, provided by W3C and with a set of very complex multimedia presentations in order to check its support to the standard and its scalability. All the tests reported positive results.
TL;DR: A new model for affective learning, SAMAL Model (Smart Ambience for Affective Learning Model) is proposed which illustrates the interplay between the body, mind and emotion in learning and revealed that action based trial by error experiential process offered through the SAMAL allowed the students to experience the challenges of survival for birds from an affect sense thus increasing students’ learning motivation.
Abstract: In this study we propose a new model for affective learning, SAMAL Model (Smart Ambience for Affective Learning Model) which illustrates the interplay between the body, mind and emotion in learning. This model is based upon experiential theories and the use of the body moving within the virtual reality space. The SAMAL project investigates the application of immersive interactive media and virtual reality as a tool in education to enhance learners’ motivation to learn, and make a bridge between affect, cognition and learning. The players actively engage with the interactive media experiencing the feelings associated with the challenges and successes of interacting with the virtual learning scenarios. SAMAL learning activities give opportunity for students to feel the many facets of animal survival. Our initial findings revealed that action based trial by error experiential process offered through the SAMAL allowed the students to experience the challenges of survival for birds from an affect sense thus increasing students’ learning motivation. Our data also showed that there was also a higher correlation between affect and greater learning for players than was for the watchers, who actively observed. Keywordsaffective learning; smart ambience learning; immersive learning, experiential learning scenario, action based Trial and and Error Experiential Learning , kinesthetic
TL;DR: This paper presents the first sketch tool for Euler diagrams augmented with graphs and shading via pen-based interaction, and defines heuristics for classifying strokes as either curve, node, edge, or shading.
Abstract: Euler diagrams form the basis of many visual languages. Such languages are formed by augmenting Euler diagrams with graphs or shading. However, tool support for creating augmented Euler diagrams is generally limited to generic diagram editing software using mouse and keyboard interaction. A more natural and convenient mode of entry is via a sketching interface which facilitates greater cognitive focus on the task of diagram creation. Previous work has devel-
oped sketching interfaces for Euler diagrams. This paper presents the first sketch tool for Euler diagrams augmented with graphs and shading. The tool allows the creation of sketches of these diagrams via pen-based interaction. To effect the recognition process, we define heuristics for classifying strokes as either curve, node, edge, or shading. To evaluate our recognition engine, we asked 10 participants to each sketch six augmented Euler diagrams. Using the results of the study, we fine-tuned the recognizer, achieving a statistically significant improvement.
TL;DR: A touchable interface and an ad-hoc visual language are proposed, enabling the user to compose simple focused applications, named MicroApps, and an empirical analysis highlighted that the MicroApp visual approach is effective and efficacy.
Abstract: The definition of an approach supporting an EndUser in the development of mobile applications is a hard task because of the characteristics and the limitations of mobile device interfaces. In this paper, we present a visual approach to enable End-Users to compose visually their own applications directly on their mobile phone. To this aim, we propose a touchable interface and an ad-hoc visual language, enabling the user to compose simple focused applications, named MicroApps. The user has not in charge the creation of the user interface that is automatically generated. Moreover, we present the results of a preliminary usability study that revealed a good satisfaction degree of all the involved subjects, whereas an empirical analysis highlighted that the MicroApp visual approach is effective and efficacy. KeywordsVisual languages; Mobile End-User Development;
TL;DR: This paper proposes a common architecture and an unified development process implementing portable applications based on mobile services, based on the ModelView-Control design pattern, and provides a framework that generates the code starting from a formal algebraic specification.
Abstract: The development of current mobile applications is a challenging task because mobile devices are characterized by a variety of advanced services respect standard computers. In particular, these services as an example Map visualization, Web access, GPS localization, Camera, Accelerometer, and so on, interact with the applications in different ways, depending on the used mobile device platform. These challenges are further increased by the fact that each platform needs a different development process and provides a different framework to implement these mobile applications. In this paper we propose a common architecture and an unified development process implementing portable applications based on mobile services. This architecture is based on the ModelView-Control design pattern and provides a framework that generates the code starting from a formal algebraic specification. This specification integrates different formalisms such as LTL formulae and functional programming, permitting the description of structure and dynamic aspects of a mobile application. Moreover, we show how the proposed framework allows to generate Web map applications integrating different mobile services. KeywordsMobile Computing; Platform-Independence; Formal Specification; Web Map Applications.
TL;DR: This paper presents a recent revision to the MvM framework and core system with a range of enhancements and optimizations and details the new design together with a case study on conducting, using the M vM framework to offer visual and audio feedback on the beat position in order to study the perception of conducting gesture communication and different interpretations.
Abstract: Music performance is closely associated with body movements in many levels for both the instrument player and the listener. Recent studies show the existence of a strong link between bodily movement and conception and perception of music. The MvM (Music via Motion) framework was proposed over 10 years ago now and has been designed for several different scenarios including interactive dance performances and interactive installations. This paper presents a recent revision to the MvM framework and core system with a range of enhancements and optimizations. It discusses related background and details the new design together with a case study on conducting, using the MvM framework to offer visual and audio feedback on the beat position in order to study the perception of conducting gesture communication and different interpretations. Keywordsmotion; multimedia; distributed; framework; mapping; gesture; conducting
TL;DR: This paper proposes a new framework which could dynamically choose feature selection algorithm from a pool of methods according to the status quo, and applies this framework to cancer datasets with the expression levels of thousands of genes as features.
Abstract: Feature selection in high dimensional space is the hot topic in contemporary machine learning area. In the past decade, a lot of effort has been devoted in developing various feature selection algorithms. However, each feature selection method has its own advantage for different datasets or applications. Therefore, one might face the difficulty of choosing the most suitable feature selection method in practice. Reference [1] proposed a new framework called Slow Intelligence System, which can continuously learn, search the appropriate method and propagate information according to the environment to improve the performance over time. In this paper, we adopt this slow intelligence idea in the application of high dimensional feature selection. We propose a new framework which could dynamically choose feature selection algorithm from a pool of methods according to the status quo. We apply our method to cancer datasets with the expression levels of thousands of genes as features. The experimental result shows that our method is superior to individual state-of-the-art feature selection methods. Keywords-Feature selection, machine learning, slow intelligence system
TL;DR: The proposed approach, named MAMA, investigates the possibility of finding overlaps among different ontologies that describe the same knowledge domain through the combined use of syntactic, semantic and topological similarity indexes.
Abstract: Ontology is a key factor for enabling interoperability across heterogeneous systems, services and users. One of the most challenging tasks in its use is ontology construction. However, experts usually represent the same knowledge domain by the use of different ontologies that can differ in structure, concepts, relations and attributes. Therefore, ontology could lose its main feature: allowing the semantic interoperability among actors working on the same knowledge domain. An effective solution to this problem is the introduction of methods for finding mapping among the various components of ontologies. In this paper, a novel approach to the ontology mapping is proposed. The proposed approach, named MAMA, investigates the possibility of finding overlaps among different ontologies that describe the same knowledge domain through the combined use of syntactic, semantic and topological similarity indexes. The indexes are combined to define the degree of similarity between the various components of ontologies by introducing a combining rule. This rule is adaptive and automatically emphasizes the contributions of those indexes that provide better results in certain operative conditions. The proposed approach has been tested on standard datasets and the obtained results are very promising. Moreover, we are currently exploring the application of the ontology mapping approach to software component reuse.
TL;DR: Under the social perspective induced by the integration, a mapping between the student model and the definition of Vygotskij’s Autonomous Problem Solving and Proximal Development regions is presented, with the aim to provide the learner with better guidance, especially in the selection of available social learning activities.
Abstract: Vygotskij’s educational concept of the Zone of Proximal Development (ZPD) calls for an adaptation of learning activities to the present state of learner’s knowledge and abilities. At the same time, Vygotskij’s educational model includes a strong bent towards social and collaborative learning. In practice, a tight integration between personalized and collaborative learning is called for. Along this line, we exploit two previously implemented prototypes of systems for web-based e-learning, to investigate the integration of adaptive e-learning with social learning activities, both at individual and group level. LECOMPS is a web-based e-learning environment for the automated construction of adaptive learning paths. SOCIALX is a web-based system for shared e-learning activities, which implements a reputation system to provide feedback to its participants. We propose a two-way tunneling strategy to integrate the above prototypes: the LECOMPS student model is used to select the set of social activities (met in SOCIALX) according to the present individual learner state of knowledge; on the other hand, the solution of exercises, and the associated reputation gained in SOCIALX, are used to update the LECOMPS student model. Under the social perspective induced by the integration, we present a mapping between the student model and the definition of Vygotskij’s Autonomous Problem Solving and Proximal Development regions, with the aim to provide the learner with better guidance, especially in the selection of available social learning activities.
TL;DR: This paper proposes a general and effective approach to automatically extract information from the LOs to create planning domains, which are then solved by case-based plan merging techniques that are also used as a recommender system.
Abstract: Sequencing of Learning Objects (LOs) has been an important issue in the last decades. From a technical perspective, we can take advantage of Artificial Intelligence (AI) planning techniques that allow us to adapt these sequences to pedagogical and students’ requirements. However, there is neither a standard way to represent and compile such LO knowledge into a planning model, nor an optimal way to deal with changes during the execution of the previously adapted learning sequences. In this paper, we propose a general and effective approach to automatically extract information from the LOs to create planning domains, which are then solved by case-based plan merging techniques that are also used as a recommender system. This way of proceeding allows the teacher to store, and reuse, the best learning routes for each student’s profile and course objectives. When discrepancies on the student’s profile or state are detected during the course execution, the system assists the teacher in readapting, repairing or improving the route to fit the new objectives.
TL;DR: An approach to recognize multistroke hand drawn symbols, which is invariant with respect to scaling and supports symbol recognition independently from the number and order of strokes is presented.
Abstract: In this paper we present an approach to recognize multistroke hand drawn symbols, which is invariant with respect to scaling and supports symbol recognition independently from the number and order of strokes. The approach is an adaptation of the algorithm proposed by Belongie et al. in 2002 to the case of sketched images. This is achieved by introducing a new step in which the original Shape Context point-to-point cost matrix is updated according to stroke related information. The approach has been evaluated on a set of symbols from the Military Course of Action domain and the results show that the new recognizer outperforms the original one.
TL;DR: This paper presents MotionFinder, a tool that performs video analysis by computing an interactive summarization of the movements in a scene by responding in real time to inquires.
Abstract: Today surveillance systems are everywhere. Human observers watching live videos of specific areas are not efficient due to the likely loss of attention. On the other side, unattended surveillance systems require that people analyze hours of recordings when they have to search for some specific events, e.g. identify people responsible of violence, theft or other offences. In many cases a specific search in the video has to be accomplished in the shortest amount of time. This paper presents MotionFinder, a tool that performs video analysis by computing an interactive summarization of the movements in a scene. Once the summarization process is complete, the tool responds in real time to inquires. For example, human investigators may search for specific areas in the video that show high levels of activity or where they know that something occurred (e.g.: property damaged or stolen). The tool responds by showing only the scenes in which some activity occurred for that specific area of the video. Video summarization, video analysis, visual analytics, stationary surveillance cameras
TL;DR: An example of Petri Net modeling of the topic/trend detection system by applying the SIS principles is provided and a survey of existing development framework leads to suggestions for a generic framework for SIS system development.
Abstract: This paper first describes the characteristics of the Slow Intelligence System (SIS), and then provides an example of Petri Net modeling of the topic/trend detection system by applying the SIS principles. The Petri Net model is simulated using PIPE3 tool. Based upon the requirements for Slow Intelligence Systems, a survey of existing development framework leads to suggestions for a generic framework for SIS system development.
TL;DR: It is revealed that Virtual Worlds can effectively support distance lectures, both from the perspective of the audience and from the one of the lecturer, although it is advisable to equip the environment with features for carrying out the lectures in a more natural way.
Abstract: Virtual Worlds are largely adopted as places where students can perform normal class activities, including lectures. In this paper we describe a didactical experience conducted in Second Life during an Italian-Spanish collaboration which occurred in spring 2010. We proposed to a group of university students that they make use of a virtual world for carrying out the presentations of the projects of one the courses they were enrolled on. The collected results revealed that Virtual Worlds can effectively support distance lectures, both from the perspective of the audience and from the one of the lecturer, although it is advisable to equip the environment with features for carrying out the lectures in a more natural way.
TL;DR: The Educational Concept Map (ECM) is presented, pedagogically founded (derived from instructional design theories), abstract annotation system that was developed with the aim of guaranteeing the reusability of both teaching materials and knowledge structures.
Abstract: This paper discusses a knowledge-based model for the design and development of units of learning and teaching aids. The idea behind this model originates from both the analysis of the open issues in instructional authoring systems, and the lack of a well-defined process able to merge pedagogical strategies with systems for the knowledge organization of the domain. In particular, it is presented the Educational Concept Map (ECM): a, pedagogically founded (derived from instructional design theories), abstract annotation system that was developed with the aim of guaranteeing the reusability of both teaching materials and knowledge structures. By means of ECMs, it is possible to design lessons and/or learning paths from an ontological structure characterized by the integration of hierarchical and associative relationships among the educational objectives. The paper also discusses how the ECMs can be implemented by means of the ISO/IEC 13250 Topic Maps standard. Based on the same model, it is also considered the possibility of visualizing, through a graphical model, and navigate, through an ontological browser, the knowledge structure and the relevant resources
TL;DR: This paper describes how a set of 2D graphical symbols, traced by moving a led pen in front of a singlecamera, can be recognised in a gesture recognition system, using the same algorithms employed for recognising these symbols when used on a tablet.
Abstract: Gesture-based interfaces provide an intuitive and natural way to convey 2D graphical command symbols for interacting with applications and services. Users can prefer performing gestures “in the air” or through suitable tools, e.g. tablets, depending on the context of usage and the available tools. A collection of device-independent algorithms and tools for analysing gestures would facilitate such a plasticity in the interaction process. This paper describes how a set of 2D graphical symbols, traced by moving a led pen in front of a singlecamera, can be recognised in a gesture recognition system, using the same algorithms employed for recognising these symbols when used on a tablet.
TL;DR: This paper presents a solution that aims at using the SCORM standard in order to build an adaptive content package using some API functions which affect only the client side of the package, without affecting the standard and the interoperability with the LMS.
Abstract: It is universally recognized that learning is more effective if the didactic content is tailored to the specific user’s needs. Since the advent of Adaptive Hypermedia, research in elearning has always investigated, from a theoretical point of view, the different dimensions involved, and from a technological point of view, the tools helping to integrate more adaptive contents. The problem is that these are often ad hoc solutions which are not interoperable at all. This paper presents a solution that aims at using the SCORM standard in order to build an adaptive content package. The strength of this work is that it applies the adaptation model using some API functions which affect only the client side of the package, without affecting the standard and the interoperability with the LMS. The paper also presents some additional functionalities for the RELOAD authoring environment intended to support non-expert users in building adaptive content packages. Standard SCORM; Cognitive Style; Adaptive Learning,
TL;DR: Two Business case studies in University Laboratories on learning and mobility present the opportunity to experiment new multimedia data management, data analysis, distributed collaboration and social Mobility to reduce dependence on owned cars to satisfy mobility needs.
Abstract: Two Business case studies in University Laboratories on learning and mobility present the opportunity to experiment new multimedia data management, data analysis, distributed collaboration. Software engineering practices based on cloud technology techniques acquire from the Web what is needed for rapid prototyping, capability of satisfying the needs of customers, market validation of pricing policies, marketing strategies. As an alternative to standard software engineering programming, this approach allows to specify the projects’ concepts by reaching stakeholders of needed ICT components to implement a prototype relying on SW components available elsewhere. Two sample cases clarify this cloud-engineering approach to the development innovation: 1) Program for Recovery Insufficient Grades in HighSchool (PRISC); 2) Social Mobility (SM) to reduce dependence on owned cars to satisfy mobility needs. The PRISC strategy is to focus on the learner and on how proficiency is assessed through grades. The action steps: 1) understanding is focused on the students’ study on schoolbooks; 2) assessment is delegated to exercises and tests managed in interactive Web environment on screens of mobile telephones or PCs; 3) students with excellent grades act as tutors by exploiting the social networks. The SM strategy focuses on exploiting the empty seats available in most cars in metropolitan cities with air pollution problems. Key features: 1) direct negotiation via mobile devices between car drivers and ride seekers; 2) short range contacts insuring prompt satisfaction; 3) GPS ride surveillance.
TL;DR: This paper proposes to exploit the potential of the augmented reality and geo-marketing to create a complex system for targeted marketing that will help brands, agencies and marketers connect with consumers beyond traditional and digital media and directly on their mobile phones.
Abstract: Modern mobile devices have become real personal computers, that increase the ability of building/extending existing applications by combining several technologies such as camera, GPS, 3D graphics and the Internet connection. Due to the permanent Internet accessing through mobile devices, advertising is a rapidly growing sector providing brands, agencies and marketers with the opportunity to connect with consumers beyond traditional and digital media and directly on their mobile phones. In particular, customized delivery of advertisements is recognized to be a promising approach to capture users’ interests in certain domains. In this paper we propose to exploit the potential of the augmented reality and geo-marketing to create a complex system for targeted marketing. KeywordsAugmented reality, geo-marketing, advertising, mobile devices, geo-localization, web services
TL;DR: A framework for building user interfaces for context-aware service management that enables us to easily deploy context- aware services at computers through user-friendly manipulations to edit documents and monitor changes and services in the real world is presented.
Abstract: This paper presents a framework for building user interfaces for context-aware service management. It enables us to easily deploy context-aware services at computers through user-friendly manipulations to edit documents and monitor changes and services in the real world. It is constructed as a compound document framework whose the structural composition of visual components can be adapted to changes in the real world. Since components in the framework are programmable entities, they can directly monitor and control their target devices. This paper presents the design for the framework and describes its implementation and several practical applications with it in
TL;DR: This document describes an ongoing project for defining a methodology and building artifacts that will help tutors in the evaluation process of students that work intensively on an E-Learning platform.
Abstract: This document describes an ongoing project for defining a methodology and building artifacts that will help tutors in the evaluation process of students that work intensively on an E-Learning platform.
TL;DR: A new technique to build automatically, through the probabilistic topic model and given a small set of documents on a topic, the expansion of a query based on a mixed Graph of Terms (mGT) representation, which is able to retrieve more relevant web pages.
Abstract: It has been demonstrated that a way to increase the number of relevant documents returned by an informational query performed on a Web repository is to expand the original query with additional knowledge, for instance coded through other topic-related terms. In this paper we propose a new technique to build automatically, through the probabilistic topic model and given a small set of documents on a topic, the expansion of a query based on a mixed Graph of Terms (mGT ) representation composed of two levels: the conceptual level, a set of interconnected terms representing concepts (undirected edges), and the word level composed of the cloud of interconnected words specifying a concept (directed edges). A mGT can be automatically learnt from a small set of documents through two learning stages and thanks to the probabilistic topic model. We have evaluated the performance through a comparison between our searching methodology and a classic one which considers the query expansion formed of only the list of concepts and words composing the graph and so where relations have not been considered. The results obtained show that our system, independently of the topic, is able to retrieve more relevant web pages.