The proliferation of Internet of Things (IoT) devices and services and their integration in intelligent environments creates the need for a simple yet effective way of controlling and communicating with them. Towards such a direction, this work presents ParlAmI, a conversational framework featuring a multimodal chatbot that permits users to create simple “if-then” rules to define the behavior of an intelligent environment. ParlAmI delivers a disembodied conversational agent in the form of a messaging application named MAI, and an embodied conversational agent named nAoMI employing the programmable humanoid robot NAO. This paper describes the requirements and architecture of ParlAmI, the infrastructure of the “Intelligent Home” in which ParlAmI is deployed, the characteristics and functionality of both MAI and nAoMI, and finally presents the findings of a user experience evaluation that was conducted with the participation of sixteen users.
The emergence of the Ambient Intelligence (AmI) paradigm and the proliferation of Internet of Things (IoT) devices and services unveiled new potentials for the domain of domestic living, where the line between “the computer” and the (intelligent) environment becomes altogether invisible. Particularly, the residents of a house can use the living room not only as a traditional social and individual space where many activities take place, but also as a smart ecosystem that (a) enhances leisure activities by providing a rich suite of entertainment applications, (b) implements a home control middleware, (c) acts as an intervention host that is able to display appropriate content when the users need help or support, (d) behaves as an intelligent agent that communicates with the users in a natural manner and assists them throughout their daily activities, (e) presents a notification hub that provides personalized alerts according to contextual information, and (f) becomes an intermediary communication center for the family. This paper (i) describes how the “Intelligent Living Room” realizes these newly emerged roles, (ii) presents the process that was followed in order to design the living room environment, (iii) introduces the hardware and software facilities that were developed in order to improve quality of life, and (iv) reports the findings of various evaluation experiments conducted to assess the overall User Experience (UX).
This paper presents “Home game,” a multimodal interactive educational game that supports training in independent living for children with cognitive disabilities. It is intended to be used under the supervision of educators in a rehabilitation center. The game features a variety of exercises that incorporate multimedia, virtual environments, tangible, and playful interaction to facilitate learning of the main rooms of a house, daily routines, and how to avoid inappropriate or prevent hazardous behaviors. It enhances touch‐based interaction with physical manipulation through printed cards on a tabletop setup, using a webcam to recognize and track cards on a board. This paper describes the system, along with the development process and the results of a preliminary user‐based evaluation. Furthermore, it reports the insights and lessons learned throughout the process of developing tangible educational technologies for children with cognitive impairments, in terms of functionality, interaction, and evaluation with children.
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