{"title":"MyAirCoach: Designing a mobile application for the education of patients regarding asthma disease","authors":"D. Kikidis, K. Votis, D. Tzovaras","doi":"10.1109/IMCTL.2015.7359622","DOIUrl":"https://doi.org/10.1109/IMCTL.2015.7359622","url":null,"abstract":"Digital health holds the promise to elevate many fundamental burdens from the traditional healthcare system through the utilization of modern technologies and the integration of a plethora of data resources. On one hand, mobile technologies are in the center of this transformation as they are forming the basis for the objective assessment of a variety of health parameters in the real life environment and for the increased and more effective involvement of patients in the healthcare process. On the other hand, chronic diseases in general and asthma in particular are expected to be drastically benefited from mobile technologies as they depend greatly on the adherence of patients to their prescribed treatment, and they require a continuous monitoring of health indicators. The MyAirCoach project is aiming to contribute in bridging this gap between the available technologies and the need for new asthma management approaches, through the development of novel solutions that will support patients and healthcare professionals. Efficient patient education is considered a fundamental component in this process as it holds the promise to positively affect all the above aspects of asthma self-management. In this direction the MyAirCoach mobile application was designed to include an education framework that aims to increase the awareness of patients about the disease of asthma and help them improve their technique of inhaler use through illustrative presentations and interactive multiple choice questions. The current paper outlines the development process and selected structure of this environment, and takes a first step towards its validation through the first round of feedback collected from the MyAirCoach Advisory Patient Forum.","PeriodicalId":228227,"journal":{"name":"2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114444185","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"SuperAvatar Children and mobile tourist guides become friends using superpowered avatars","authors":"Fabio Sorrentino, L. D. Spano, R. Scateni","doi":"10.1109/IMCTL.2015.7359591","DOIUrl":"https://doi.org/10.1109/IMCTL.2015.7359591","url":null,"abstract":"When tourists are wandering around in a town or city they do not know, it is normal to use a guide to make up their mind on what is more interesting in the surrounding.If the guide is an interactive one on a mobile device, they can also consult multimedia material and listen to audio descriptions. But what if the user is a children that is much more prone to get distracted? In this paper, we propose the presentation of touristic and cultural information to children through an augmented-reality approach. In order to keep focused the attention of the young users we make use of a virtual tourist guide, appearing as a comic book superhero. To get a realistic representation of the avatar we exploit a technique for fast simulating talking heads, which is portable on mobile devices. The technique is based on preloading a set of meshes representing different phonemes and switching among them in order to simulate animation, without the need of computing the update for an entire face model. In addition, we report on a first Android prototype, which shows the effectiveness of the approach for increasing children's learning.","PeriodicalId":228227,"journal":{"name":"2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129572472","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
D. Panjwani, E. Cioca, B. J. Drenikow, C. Chodan, T. Feng, S. Li, B. Kapralos, S. Dunn
{"title":"An evidence-based mobile app for emergency contraception awareness and education","authors":"D. Panjwani, E. Cioca, B. J. Drenikow, C. Chodan, T. Feng, S. Li, B. Kapralos, S. Dunn","doi":"10.1109/IMCTL.2015.7359556","DOIUrl":"https://doi.org/10.1109/IMCTL.2015.7359556","url":null,"abstract":"As emergency contraception (EC) pills become more easily accessible to the general public, women are able to purchase contraception with less - or completely without - guidance from medical professionals. Public knowledge about a more effective option, the copper IUD, is poor and access is difficult. Many women are resorting to the familiar and highly available, EC pills rather than an alternative that may better suit their needs. Here we present an interactive and engaging mobile-based application (M-app) which aims to increase awareness and knowledge of both EC methods and thereby support the user's informed choice. The goal of the M-app is not to “make” the choice for the user, but rather, to enable the user to make her own well-informed decision.","PeriodicalId":228227,"journal":{"name":"2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124060346","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"E-learning as a tool for improving access to academic education in the opinion of University of Gdansk students and teachers","authors":"G. Chaberek-Karwacka, M. Malinowska","doi":"10.1109/IMCTL.2015.7359559","DOIUrl":"https://doi.org/10.1109/IMCTL.2015.7359559","url":null,"abstract":"Contemporary higher education faces numerous challenges, such as unfavorable demography, problematic quality management, lack of skilled resources, aging population or unconsolidated delivery of related study programs. Therefore, in the thought Long Life Learning idea it is important to support adults in completing their university education. It is important to make study process as convenient as it possible. In the Institute of Geography of University of Gdansk we found blended learning system useful to fulfil students' needs. The aim of the article was to analyze the results of the survey of students and academic staff on the opinion about introduction to the curriculum the blended learning. Among academics, the idea has found as many supporters as opponents. The advantages of the introduction of this form of teaching, which are shown by both students and teachers include saving time and facilitating learning. To the disadvantages of e-learning students include some technical problems but first and foremost the inconvenient hours of mandatory chats and problems with meeting deadlines for sending tasks. Additionally, teachers pointed the problems with the assessment of the independence of student's work. It seems that the reason is lack of knowledge on e-learning methods and the lack of the ability to use e-learning tools.","PeriodicalId":228227,"journal":{"name":"2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)","volume":"282 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132194403","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
D. Politis, Panteleimon Chriskos, Nikolaos Chriskos, M. Tsaligopoulos, G. Kyriafinis
{"title":"Cochlear implants and wireless connectivity Inner-core Connectivity cradling into the 2.4 GHz Arena","authors":"D. Politis, Panteleimon Chriskos, Nikolaos Chriskos, M. Tsaligopoulos, G. Kyriafinis","doi":"10.1109/IMCTL.2015.7359629","DOIUrl":"https://doi.org/10.1109/IMCTL.2015.7359629","url":null,"abstract":"From the advent of simple hearing aids to modern cochlear implants the attempt to restore the human sense of hearing has shown significant progress. Modern cochlear implants and their coupled speech processors enable recipients with hearing loss regain the ability to listen to the world around them. An interesting new feature that is available in new newest speech processors offered by the leading companies in cochlear implants is connectivity through the 2.4 GHz band commonly used in Wi-Fi routers and Bluetooth devices and other wireless connectivity applications. In this paper we provide an overview of cochlear implants as well as the new functions that are available through the use of wireless connectivity.","PeriodicalId":228227,"journal":{"name":"2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)","volume":"161 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114306033","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nikos Politopoulos, T. Tsiatsos, G. Grouios, Euthumios Ziagkas
{"title":"Implementation and evaluation of a game using natural user interfaces in order to improve response time","authors":"Nikos Politopoulos, T. Tsiatsos, G. Grouios, Euthumios Ziagkas","doi":"10.1109/IMCTL.2015.7359557","DOIUrl":"https://doi.org/10.1109/IMCTL.2015.7359557","url":null,"abstract":"This paper presents the development and evaluation of an active video game in order to enhance reaction time of tennis athletes. The paper focuses on the perspective of the athletes and investigates the hypothesis whether or not they can get an improvement by practicing with that. Another goal of this paper was to investigate the difference between expert and inexperienced athletes in terms of general usability, usefulness, and user interface satisfaction. Overall, athletes were to a large extent satisfied with their gaming experience, rating the game as, easy to understand and learn and very satisfying. Moreover, it was concluded that the game doesn't affect the reaction time of inexperienced athletes only, but both groups had the same improvement.","PeriodicalId":228227,"journal":{"name":"2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116405422","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Design of a remote electronic laboratory","authors":"H. Mostefaoui, A. Benachenhou","doi":"10.1109/IMCTL.2015.7359577","DOIUrl":"https://doi.org/10.1109/IMCTL.2015.7359577","url":null,"abstract":"The aim of this work is the implementation of a remote laboratory so as to provide students access to expensive laboratory equipment, that are usually unavailable. This project was developed to improve not only the acquisition of the theoretical foundation, but also the control of distant real practical experiments. The microcontroller Arduino permits to command the practical work experiments and the measuring instruments via the Internet. The client can access the remote experiment through a web page interface that is developed in HTML/JavaScript, which enables the user to select the model of practical work (PW) and its components. The system response can be visualized via webcam. This architecture offers an easy implementation of different distant electronic practical experiments that are tailored for the electrical engineering field. In this paper, systems of software and hardware are presented to facilitate significantly the access to distant electronic experiments.","PeriodicalId":228227,"journal":{"name":"2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)","volume":"249 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125774412","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing eco-apps to engage adult learners","authors":"Eli Typhina","doi":"10.1109/IMCTL.2015.7359560","DOIUrl":"https://doi.org/10.1109/IMCTL.2015.7359560","url":null,"abstract":"This study identified the inputs, outputs, and outcomes businesses, non-profits, and government agencies can expect when planning an environmental education initiative through the use of a mobile application. Eleven eco-apps were identified out of more than 290 as offering users a uniquely mobile learning experience through use of social media, geolocation, and gaming in the palm of their hand. Results provide educators with guidance on the resources needed to create an eco-app, the design elements one should use to make a successful eco-app, and finally, the outcomes that are likely when using an app to educate and engage learners in environmental issues.","PeriodicalId":228227,"journal":{"name":"2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124703064","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"CyberAware: A mobile game-based app for cybersecurity education and awareness","authors":"Filippos Giannakas, G. Kambourakis, S. Gritzalis","doi":"10.1109/IMCTL.2015.7359553","DOIUrl":"https://doi.org/10.1109/IMCTL.2015.7359553","url":null,"abstract":"Nowadays, basic cybersecurity education and awareness is deemed necessary, even for children as young as elementary school-aged. If knowledge on this topic is delivered in the form of a digital game-based activity, then it has greater chances of being more joyful and efficient. The paper at hand discusses the development of a novel mobile app called Cyber-Aware, destined to cybersecurity education and awareness. At present, the game is designed for K-6 aged children and can be used to support either or both formal or informal learning. Also, due to its mobile nature, it can be experienced as an outdoor or classroom activity. Opposite to similar studies found in the literature so far, our attention is not solely drawn to game's technological aspects but equally to the educational factor.","PeriodicalId":228227,"journal":{"name":"2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)","volume":"123 20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127524520","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Mentzelopoulos, Jeffrey Ferguson, A. Protopsaltis
{"title":"Perceptually captured gesture interaction with immersive information retrieval environments: An experimental framework for testing and rapid iteration","authors":"M. Mentzelopoulos, Jeffrey Ferguson, A. Protopsaltis","doi":"10.1109/IMCTL.2015.7359608","DOIUrl":"https://doi.org/10.1109/IMCTL.2015.7359608","url":null,"abstract":"The use of perceptual inputs is an emerging area within HCI that suggests a developing Perceptual User Interface (PUI) that may prove advantageous for those involved in mobile serious games and immersive social network environments. Since there are a large variety of input devices, software platforms, possible interactions, and myriad ways to combine all of the above elements in pursuit of a PUI, we propose in this paper a basic experimental framework that will be able to standardize study of the wide range of interactive applications for testing efficacy in learning or information retrieval and also suggest improvements to emerging PUI by enabling quick iteration. This rapid iteration will start to define a targeted range of interactions that will be intuitive and comfortable as perceptual inputs, and enhance learning and information retention in comparison to traditional GUI systems. The work focuses on the planning of the technical development of two scenarios.","PeriodicalId":228227,"journal":{"name":"2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130644067","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}