Abstract-In this work we will examine and develop a system that can assist people in Activities of Daily Life (ADL). This study focuses on resolving conflicts for the requests from different users' profiles, for instance -elderly, adult and young. The objective of the system is to present a dialogue manager which is able to detect multi-user semantic conflict and to resolve the conflict for improved dialogue informing about its decisions using a system interface Avatar. The system is also able to prioritize requests that occurred among the services of multiple home appliances, as well as to deal with conflicting entities involving a single device. We investigated whether the multi-user context awareness by a Virtual Assistant adds value to the Smart Home concept in recognizing multi-user conflicts dynamically. This work has proposed a preference based method for resolving conflict and evaluated the developed system in a smart home environment.
This work discusses the ICT solutions designed and developed within the OR.C.HE.S.T.R.A. project. The mission of such an industrial and experimental project (ORganization of Cultural HEritage and Smart Tourism and Real-time Accessibility) consists in developing some technological solutions for tourists and inhabitants aimed at appraising the cultural heritage of the historic center of Naples. The project is based on a Social Innovation approach where services are created engaging all the possible actors in an ecosystem oriented to Smart Culture and tourism (companies, research groups and final users). Thus, in this work some innovative solutions in the cultural heritage domain are promoted and described in order to improve at the same time both the cultural knowledge to offer to different kinds of users (for instance tourists, citizens and researchers) and its learning and its preservation and protection as well. More in detail, we describe how our developed system is able to assist users before visiting the city, by suggesting them the most interesting places to see according to their preferences, and during the visit as well, in order to make the trip more interactive and enjoyable.
Abstract. Ubiquitous computing is extending its applications to an increasing number of domains. "Monolithic" approaches use centralised systems, controlling devices and users' requests. A different solution can be found in works proposing "distributed" intelligent devices that communicate, without a central reasoner, creating little communities to support the user. If the former approach uses all the available sensors being more easily context-aware, the latter is scalable and naturally supports multiple users. In this work we introduce a model for a distributed network of entities in Intelligent Environments. Each node satisfies users' requests through Natural User Interfaces. If a node cannot produce the expected output, it communicates with others in the network, generating paths where the final target is undetermined and intermediate nodes do not understand the request; this is the focus of our work. The system learns parameters and connections in the initial topology. We tested the system in two scenarios. Our approach finds paths close to the optimum with reasonable connections.
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