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Abou Khaled Omar

Abou Khaled Omar

Professeur HES ordinaire


COMPÉTENCES PRINCIPALES

Natural Interaction

Explainable artificial intelligence

Multimodal interaction

Gesture Recognition

Machine Learning

information Retrieval


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    Enseignement

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    Conférences

Contrat principal

Professeur HES ordinaire

Téléphone: +41 26 429 65 89

Bureau: HEIA_D20.21

Haute école d'ingénierie et d'architecture de Fribourg
Boulevard de Pérolles 80, 1700 Fribourg, CH
Haute école d'ingénierie et d'architecture de Fribourg

Institut
HumanTech - Technology for Human Wellbeing Institute

MSc HES-SO en Engineering - HES-SO Master

  • user experience design
  • Multimodal Processing
  • IT Project Management

BSc HES-SO en Informatique - Haute école d'ingénierie et d'architecture de Fribourg

  • Systèmes d'information
  • user experience design
  • interaction homme machine
  • Advanced Interfaces and Wearable Devices
  • Game Design and Development

En cours

For a complete list of my projects please visit: https://humantech.institute/projects/

Rôle: Requérant(e) principal(e)

Description du projet :

All research projects are in the following fields:

  • Natural Interaction
  • Explainable Artificial Intelligence
  • Multimodal Interaction
  • Gesture Recognition
  • Machine Learning

Financing resources :

  • EU
  • Innosuisse
  • Mandate

Equipe de recherche au sein de la HES-SO: Abou Khaled Omar

Durée du projet: 16.07.2013 - 16.06.2030

Url du site du projet: https://humantech.institute/projects/

Statut: En cours




2020

"Hi This Is NESTORE, your personal assistant" design of an integrated IoT system for a personalized coach for healthy aging ArODES Scientifique

Palumbo Filippo, Crivello Antonino, Furfari Francesco, Girolami Michele, Mastropietro Alfonso, Manfredelli Giorgio, Röcke Christina, Guye Sabrina, Salvá Casanovas Antoni, Caon Maurizio, Carrino Francesco, Abou Khaled Omar, Mugellini Elena, Denna Enrico, Mauri Marco, Ward David, Subías-Beltrán Paula, Orte Silvia, Candea Ciprian, Candea Gabriele, Rizzo Giovanna

Frontiers in Digital Health, Vol. 2

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Résumé:

In the context of the fourth revolution in healthcare technologies, leveraging monitoring and personalization across different domains becomes a key factor for providing useful services to maintain and promote well-being. This is even more crucial for older people, with aging being a complex multi-dimensional and multi-factorial process which can lead to frailty. The NESTORE project was recently funded by the EU Commission with the aim of supporting healthy older people to sustain their well-being and capacity to live independently. It is based on a multi-dimensional model of the healthy aging process that covers physical activity, nutrition, cognition, and social activity. NESTORE is based on the paradigm of the human-in-the-loop cyber-physical system that, exploiting the availability of Internet of Things technologies combined with analytics in the cloud, provides a virtual coaching system to support healthy aging. This work describes the design of the NESTORE methodology and its IoT architecture. We first model the end-user under several domains, then we present the NESTORE system that, analyzing relevant key-markers, provides coaching activities and personalized feedback to the user. Finally, we describe the validation strategy to assess the effectiveness of NESTORE as a coaching platform for healthy aging.


The Effect of Instructions and Context-Related Information about Limitations of Conditionally Automated Vehicles on Situation Awareness ArODES Scientifique

Meteier Quentin, Capallera Marine, Sonderegger Andreas, Angelini Leonardo, Carrino Stefano, Mugellini Elena, Abou Khaled Omar

Proceedings of AutomotiveUI '20: 12th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, 21-22 September 2020, Online Conference, pp. 241-251

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Résumé:

In conditionally automated driving, drivers do not have to constantly monitor their vehicle but they must be able to take over control when necessary. In this paper, we assess the impact of instructions about limitations of automation and the presentation of context-related information through a mobile application on the situation awareness and takeover performance of drivers. We conducted an experiment with 80 participants in a fixed-base driving simulator. Participants drove for an hour in conditional automation while performing secondary tasks on a tablet. Besides, they had to react to five different takeover requests. In addition to the assessment of behavioral data (e.g. quality of takeover), participants rated their situation awareness after each takeover situation. Instructions and context-related information on limitations combined showed encouraging results to raise awareness and improve takeover performance.


Design of an ergonomic gestural interface for professional road cycling ArODES Scientifique

Caon Maurizio, Süsse Rico, Grelier Benoit, Abou Khaled Omar, Mugellini Elena

Work, 2020, vol. 66, pp. 933-944

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Résumé:

BACKGROUND: Connected bike computers can support professional cyclists in achieving better performances but interacting with them requires taking their hands off the handlebar compromising focus and safety. OBJECTIVE: This research aims at exploring the design of an ergonomic interface based on micro-gestures that can allow cyclists to interact with a device while holding the handlebar. METHODS: Three different studies were conducted with seven professional cyclists adopting the gesture-elicitation technique. One study aimed at eliciting free micro-gestures; a second to evaluate gestures recognizable with a smart glove; the last focused on the gestures recognized through an interactive armband. RESULTS: The analysis of the micro-gestures elicited during these studies allowed producing a first set of guidelines to design gestural interfaces for drop-bars (a specific type of handlebar for road bikes). These guidelines suggest which fingers to use and how to design their movement in order to provide an ergonomic interface. It also introduces the principle of symmetry for the attribution of symbols to symmetric referents. Finally, it provides suggestions on the design of the interactive drop-bar. CONCLUSIONS: The guidelines provided in this paper can support the design of gestural interfaces for professional cyclists that can enhance performance and increase safety.


Virtual coaches for older adults’ wellbeing : a systematic review ArODES Scientifique

El Kamali Mira, Angelini Leonardo, Caon Maurizio, Carrino Francesco, Röcke Christina, Guye Sabrina, Rizzo Giovanna, Mastropietro Alfonso, Sykora Martin, Elayan Suzanne, Kniestedt Isabelle, Ziylan Canan, Lettieri Emanuele, Abou Khaled Omar, Mugellini Elena

IEEE Access, 2020, vol. 8, pp. 101884-101902

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Résumé:

Virtual Coaches, also known as e-coaches, are a disruptive technology in healthcare. Indeed, among other usages, they might provide cost-effective solutions for increasing human wellbeing in different domains, such as physical, nutritional, cognitive, social, and emotional. This paper presents a systematic review of virtual coaches specifically aimed at improving or maintaining older adults' health in the aforementioned domains. Such digital systems assume various forms, from classic apps, to more advanced conversational agents or robots. Fifty-six articles describing a virtual coach for older adults and aimed at improving their wellbeing were identified and further analyzed. In particular, we presented how previous studies defined their virtual coaches, which behavioral change models and techniques they adopted and the overall system architecture, in terms of monitoring solutions, processing methods and modalities for intervention delivery. Our results show that few thorough evaluations of e-coaching systems have been conducted, especially regarding multi-domain coaching approaches. Through our analysis, we identified the wellbeing domains that should be addressed in future studies as well as the most promising behavior change models and techniques and coaching interfaces. Previous work illustrates that older adults often appreciate conversational agents and robots. However, the lack of a multidomain intervention approach in the current literature motivates us to seek to define future solutions.




2019

No evidence that frontal optical flow affects perceived locomotor speed and locomotor biomechanics when running on a treadmill ArODES Scientifique

Caramenti Martina, Lafortuna Claudio L., Mugellini Elena, Abou Khaled Omar, Bresciani Jean-Pierre, Dubois Amandine

Applied Sciences, 2019, vol. 9, no. 21

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Résumé:

We investigated how the presentation and the manipulation of an optical flow while running on a treadmill affect perceived locomotor speed (Experiment 1) and gait parameters (Experiment 2). In Experiment 1, 12 healthy participants were instructed to run at an imposed speed and to focus on their sensorimotor sensations to be able to reproduce this running speed later. After a pause, they had to retrieve the reference locomotor speed by manipulating the treadmill speed while being presented with different optical flow conditions, namely no optical flow or a matching/slower/faster optical flow. In Experiment 2, 20 healthy participants ran at a previously self-selected constant speed while being presented with different optical flow conditions (see Experiment 1). The results did not show any effect of the presence and manipulation of the optical flow either on perceived locomotor speed or on the biomechanics of treadmill running. Specifically, the ability to retrieve the reference locomotor speed was similar for all optical flow conditions. Manipulating the speed of the optical flow did not affect the spatiotemporal gait parameters and also failed to affect the treadmill running accommodation process. Nevertheless, the virtual reality conditions affected the heart rate of the participants but without affecting perceived effort.


The NESTORE e-coach : accompanying older adults through a personalized pathway to wellbeing ArODES Scientifique

Angelini Leonardo, Mugellini Elena, Abou Khaled Omar, Röcke Christina, Guye Sabrina, Porcelli Simone, Mastropietro Alfonso, Rizzo Giovanna, Boqué Noemi, Subias Paula, Orte Silvia, Andreoni Giuseppe

ICPS Proceedings, PETRA'19 : Proceedings of the 12th ACM International Conference on Pervasive Technologies Related to Assistive Environments, 5-7 June 2019, Rhodes, Greece, pp. 620-628

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Résumé:

This paper describes the NESTORE e-coaching strategy and system architecture and its unique approach to support older adults to achieve a healthier lifestyle. The novelty of the NESTORE project is the definition of a multi-domain personalized pathway where the e-coach accompany the user throughout different structured and non-structured coaching activities and recommendations. The NESTORE e-Coach is the result of a highly multidisciplinary EU project, granted under the call SC1-PM-15-2017.


Regular physical activity modulates perceived visual speed when running in treadmill-mediated virtual environments ArODES Scientifique

Caramenti Martina, Lafortuna Claudio L., Mugellini Elena, Abou Khaled Omar, Bresciani Jean-Pierre, Dubois Amandine

PLOS ONE,

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Résumé:

In virtual reality, visual speed is usually underestimated relative to locomotor speed. Here we investigated how physical activity and fitness affect perceived visual speed when running in a treadmill-mediated virtual environment. Thirty healthy participants (ten sedentary individuals, ten team sport players and ten expert runners) ran on a treadmill at two different speeds (8, 12km/h) in front of a moving virtual scene. Participants were asked to match the speed of the visual scene to their running speed (i.e. treadmill speed), indicating for each trial whether the scene was moving slower or faster than the treadmill. The speed of the visual scene was adjusted according to the participant’s response using a staircase until visual and running speeds were perceived as equivalent. More sedentary participants underestimated visual speed relative to their actual running speed. Specifically, visual speed had to exceed running speed to be perceived as equivalent. The underestimation of visual speed was speed-dependent, and it was significantly larger for sedentary participants than for team sports players and expert runners. The volume of physical activity per week was found to be the best predictor of visual speed perception for both running speeds, while the perceived effort constituted a good predictor only at 8km/h. Physical fitness, on the other hand turned out to be a poor predictor of visual speed perception. Therefore, in order to enhance users’ engagement and their adherence to physical activity programs, the development of “personalized” treadmill-mediated virtual environments should take into account users’ personal characteristics to provide the most natural and engaging feedback possible.


Owner Manuals Review and Taxonomy of ADAS Limitations in Partially Automated Vehicles Scientifique

Marine Capallera, Quentin Meteier, Emmanuel De Salis, Stefano Carrino, Leonardo Angelini, Omar Abou Khaled, Elena Mugellini

AutomotiveUI '19: Proceedings of the 11th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, 2019

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Résumé:

In the context of highly automated driving, the driver has to be aware of driving risks and to take over control of the car in hazardous situations. The goal of this paper is to categorize and analyze the factors that lead to such critical scenarios. To this purpose, we analyzed limitations of Advanced Driver-Assistance Systems (ADAS) extracted from owner manuals of 12 partially automated cars available on the market. A taxonomy with 6 macro-categories and 26 micro-categories is proposed to classify and better understand the limitations of these vehicles. We also investigated if these limitations are conveyed to the driver through Human-Machine Interaction (HMI) in the car. Some suggestions are made to better communicate these limitations to the driver in order to raise his/her situation awareness.


Workshop on explainable AI in automated driving: a user-centered interaction approach Scientifique

Quentin Meteier, Marine Capallera, Leonardo Angelini, Elena Mugellini, Omar Abou Khaled, Stefano Carrino, Emmanuel De Salis, Stéphane Galland, Susanne Boll

AutomotiveUI '19: Proceedings of the 11th International Conference on Automotive User Interfaces and Interactive Vehicular Applications: Adjunct Proceedings, 2019

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Résumé:

With the increasing use of automation, users tend to delegate more tasks to the machines. Such complex systems are usually developed with "black box" Artificial Intelligence (AI), which makes these systems difficult to understand for the user. This assumption is particularly true in the field of automated driving since the level of automation is constantly increasing via the use of state-of-the-art AI solutions. We believe it is important to investigate the field of Explainable AI (XAI) in the context of automated driving since interpretability and transparency are key factors for increasing trust and security. In this workshop, we aim at gathering researchers and industry practitioners from different fields to brainstorm about XAI with a special focus on human-vehicle interaction. Questions like "what kind of explanation do we need", "which is the best trade-off between performance and explainability" and "how granular should the explanations be" will be addressed in this workshop.




2018

Utilizzare il design partecipativo per l'innovazione sostenibile ArODES Scientifique

Caon Maurizio, Angelini Leonardo, Abou Khaled Omar, Mugellini Elena

Rivista italiana di ergonomia, 2018, no. 16, pp. 9-23

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My pain coach : a mobile system with tangible interface for pain assessment ArODES Chapter

Caon Maurizio, Angelini Leonardo, Ledermann Katharina, Martin-Sölch Chantal, Abou Khaled Omar, Mugellini Elena

Dans Bagnara, Sebastiano, Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018) : volume VII: ergonomics in design, design for all, activity theories for work analysis and design, affective design (Pp. 1372-1381). 2018, Cham : Springer

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Résumé:

Pain assessment is an essential first step in planning for and providing pain management. Access to effective pain management programs is often limited, due to scarcity of services. Other barriers to treatment include physical symptoms that limit mobility, distance from a clinic, transportation requirements and cost constraints. In response to these barriers to service delivery, the demand for online health resources is growing. However, current solutions present a number of shortcomings, in particular when referring to usability and accessibility. This paper presents the vision of the My Pain Coach system and the first prototype generated as the result of the first iteration of the development process. This prototype is based on a smartphone app and presents two different interfaces: a force-sensitive touchscreen, and a tangible interface based on a textile mat. A preliminary usability evaluation has been conducted and the results show that these interfaces are perceived as excellent from a usability point of view. Nevertheless, further development and testing are still required for the tangible interface.


Gesturing on the handlebar : a user-elicitation study for on-bike gestural interaction ArODES Chapter

Caon Maurizio, Süsse Rico, Grelier Benoit, Abou Khaled Omar, Mugellini Elena

Dans Bagnara, Sebastiano, Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018) : volume VII: ergonomics in design, design for all, activity theories for work analysis and design, affective design (Pp. 429-439). 2018, Cham : Springer

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Résumé:

There are growing numbers of apps and smartphone-mounts for professional cyclists, since they are crucial to track performances during training. However, these solutions require the athlete to take her hand off the handlebar to interact with it. This represents a major safety issue for the cyclists since it requires leaving the brake control, shifting the attention and, possibly, compromising posture. This paper reports the findings of a user elicitation study conducted with seven professional and semi-professional cyclists in order to design gestures that can be performed while maintaining the hands in the correct position on the handlebar. Results report the frequency of fingers used for these gestures, with the index being the favorite. Furthermore, it provides a classification of gestures in three categories: press, extension and swipe. The most convenient gestures were the thumb and index press, followed by the extension of different combinations of fingers.


Designing urban smart furniture for facilitating migrants' integration : the co-design workshop as approach for supporting inclusive design ArODES Chapter

Rinaldi Alessandra, Caon Maurizio, Abou Khaled Omar, Mugellini Elena

Dans Bagnara, Sebastiano, Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018) : volume VII: ergonomics in design, design for all, activity theories for work analysis and design, affective design (Pp. 461-470). 2018, Cham : Springer

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Résumé:

European cities are changing due the immigration of people from different cultures. There are many issues related to the integration and dialogue between cultures. Urban design plays a key role in how migrants participate in their host community and it is an important driver for the inclusion process. Facilitating the participation of residents in designing public spaces and their use helps to create a better sense of belonging. Promoting in public spaces the interaction of different cultures becomes a crucial element to facilitate social cohesion and living together. The research project explores an innovative approach in the use of public spaces, through the design of smart urban furniture. Based on a survey of the user’s needs, and on co-design activities, the project investigates innovative solutions for facilitating migrants’ integration and the dialogue between different cultures, through the design of innovative urban furniture, with smart technologies embodied inside. The project, based on the co-design approach of rapid prototyping, creates different kinds of new interaction among urban space and people, and between users of different social or cultural background. The results presented in this paper, were conducted by the research unit of the University of Florence, in cooperation with the Human Tech Institute and the School of Management of the University of Applied Sciences and Arts Western Switzerland.


Eudaimonic gamification to engage cancer patients in positive coping strategies ArODES Chapter

Ventura João, Ingram Sandy, Caon Maurizio, Zumstein-Shaha Maya, Abou Khaled Omar, Mugellini Elena

Dans Kurosu, Masaaki, Human-computer interaction : interaction in context : 20th International Conference, HCI International 2018, Las Vegas, NV, USA, July 15–20, 2018, Proceedings, Part II (Pp. 206-218). 2018, Cham : Springer

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Résumé:

This paper presents a mobile gamified application encouraging positive coping strategies for patients of serious and possibly fatal illnesses. The application concept is based on the analogy between one’s lifetime memories and future bucket lists and a journey in the sea of remembrance, traveling back and forth between past and present positive moments and future wish-lists, whilst being aware that life as water, goes on. This concept was co-designed by a team of UX researchers, engineers, and domain experts applying the principles of Eudaimonic design. The iterative development process brought to the final prototype: a multimedia diary with a gameful interface, which is thoroughly described, along with the relative heuristic and empirical evaluations, in this paper.


Lexicon-based sentiment analysis approach for ranking event entities ArODES Scientifique

Chamass Sajida, Hazimeh Hussein, Makki Jawad, Mugellini Elena, Abou Khaled Omar

International Journal of Services and Standards, 2018, vol. 12, no. 2, pp. 126-139

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Résumé:

Social media platforms (SMP) are new resource for data analytics. Multiple aspects can be studied by using its variety of features. Sentiment analysis (SA) is a rising research topic in SMPs. SA approaches on studying and analysing events are still missing several shortcomings. In this paper, we address the problem of ranking event entities and propose a novel approach for this goal. An entity is a person who presents some task in such event, for e.g., a researcher in a conference. To achieve our target, we employ the lexical approach, in addition to associating features from both Facebook and Twitter platforms. We used Facebook reactions also, that not been used in the state-of-the-art approaches. Our results have shown that by associating both features from Facebook and Twitter and by using reactions, we can successfully rank entities participating in a specific event having high precision.


Feet fidgeting detection based on accelerometers using decision tree learning and gradient boosting ArODES Chapter

Esseiva Julien, Caon Maurizio, Mugellini Elena, Abou Khaled Omar, Aminian Kamiar

Dans Ortuño, Francesco, Rojas, Ignacio, Bioinformatics and Biomedical Engineering : 6th International Work-Conference, IWBBIO 2018, Granada, Spain, April 25–27, 2018, Proceedings, Part I (Pp. 75-84). 2018, Cham : Springer

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Résumé:

Detection of fidgeting activities is a field which has not been much explored as of now. Studies have shown that fidgeting has a beneficial impact on people's healthiness as it burns a significant amount of energy. Being able to detect when someone is fidgeting would allow to study more closely the health impact of fidgeting. The purpose of this work is to propose an algorithm being able to detect feet fidgeting period of subjects while sitting using 3D accelerometers on both shoes. Initial results on data from 5 subjects collected during this work shows an accuracy of 95% for a classification between sitting with fidgeting and sitting without fidgeting.


Matching optical flow to motor speed in virtual reality while running on a treadmill ArODES Scientifique

Caramenti Martina, Lafortuna Claudio L., Mugellini Elena, Abou Khaled Omar, Bresciani Jean-Pierre, Dubois Amandine

PLOS ONE,

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Résumé:

We investigated how visual and kinaesthetic/efferent information is integrated for speed perception in running. Twelve moderately trained to trained subjects ran on a treadmill at three different speeds (8, 10, 12 km/h) in front of a moving virtual scene. They were asked to match the visual speed of the scene to their running speed–i.e., treadmill’s speed. For each trial, participants indicated whether the scene was moving slower or faster than they were running. Visual speed was adjusted according to their response using a staircase until the Point of Subjective Equality (PSE) was reached, i.e., until visual and running speed were perceived as equivalent. For all three running speeds, participants systematically underestimated the visual speed relative to their actual running speed. Indeed, the speed of the visual scene had to exceed the actual running speed in order to be perceived as equivalent to the treadmill speed. The underestimation of visual speed was speed-dependent, and percentage of underestimation relative to running speed ranged from 15% at 8km/h to 31% at 12km/h. We suggest that this fact should be taken into consideration to improve the design of attractive treadmill-mediated virtual environments enhancing engagement into physical activity for healthier lifestyles and disease prevention and care.


Internet of tangible things (IoTT) : challenges and opportunities for tangible interaction with IoT ArODES Scientifique

Angelini Leonardo, Mugellini Elena, Abou Khaled Omar, Couture Nadine

Informatics, 2018, vol. 5(1), no. 7

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Résumé:

In the Internet of Things era, an increasing number of everyday objects are able to offer innovative services to the user. However, most of these devices provide only smartphone or web user interfaces. As a result, the interaction is disconnected from the physical world, decreasing the user experience and increasing the risk of user alienation from the physical world. We argue that tangible interaction can counteract this trend and this article discusses the potential benefits and the still open challenges of tangible interaction applied to the Internet of Things. After an analysis of open challenges for Human-Computer Interaction in IoT, we summarize current trends in tangible interaction and extrapolate eight tangible interaction properties that could be exploited for designing novel interactions with IoT objects. Through a systematic review of tangible interaction applied to IoT, we show what has been already explored in the systems that pioneered the field and the future explorations that still have to be conducted. In order to guide future work in this field, we propose a design card set for supporting the generation of tangible interfaces for IoT objects. The card set has been evaluated during a workshop with 21 people and the results are discussed.


Towards the nestore e-coach: a tangible and embodied conversational agent for older adults Scientifique

Mira El Kamali, Leonardo Angelini, Maurizio Caon, Giuseppe Andreoni, Omar Abou Khaled, Elena Mugellini

Proceedings of the 2018 ACM International Joint Conference and 2018 International Symposium on Pervasive and Ubiquitous Computing and Wearable Computers, 2018

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Résumé:

The ability to engage the user in a conversation and the credibility of the system are two fundamental characteristics of virtual coaches. In this paper, we present the architecture of a conversational e-coach for promoting healthy lifestyles in older age, developed in the context of the NESTORE H2020 EU project. The proposed system allows multiple access points to a conversational agent via different interaction modalities: a tangible companion that embodies the virtual coach will leverage voice and other non-verbal cues in the domestic environment, while a mobile app will integrate a text-based chat for a ubiquitous intervention. In both cases, the conversational agent will deliver personalized interventions based on behavior change models and will promote trust by means of emotionally rich conversations.




2016

iNUIT: Internet of Things for Urban Innovation Scientifique

Nabil Ouerhani, Francesco Carrino, Omar Abou Khaled, Elena Mugellini, Juergen Ehrensberger

Future Internet Journal, 2016




2014

L’échange des données de santé entre hôpitaux et acteurs de la santé : le projet MediCoordination ArODES Professionnel

Müller Henning, Ding Sandrine, Alves Bruno, Godel David, Abou Khaled Omar, Mooser Francois, Schumacher Michael

ASTRM actuel (Association Suisse es techniciens en radiologie médicales) - SVMTRA aktuell (Schweizerische Vereinigung der Fachleute für medizinisch technische Radiologie) - ASTRM attualità (Associazione Svizzera dei Tecnici di Radiologia Medica), Octobre 2014, pp. 18-23

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Résumé:

Le projet MediCoordination a permis de contribuer à la stratégie e-Health. L’e-Health est en plein essor en Suisse même si un gros effort devra encore être fourni en termes d’interopérabilité et de standardisation dans la mesure où le dossier patient informatisé est alimenté par des informations provenant d’un nombre considérable de services différents avec des standards tout aussi divers.




2009

6th  Sense– Toward a generic framework for end-to-end adaptive wearable augmented reality ArODES Scientifique

Perritaz Damien, Salzmann Christophe, Gillet Denis, Naef Olivier, Bapst Jacques, Barras Frédéric, Mugellini Elena, Abou Khaled Omar

Lecture Notes in Computer Science, 2009, vol. 5440, pp. 280-310

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Résumé:

Augmented Reality enhances user perception by overlaying real world information with virtual computer-generated information. The aims of the 6th Sense project are to improve real-time interaction between the real environment and the virtual world and to maximize the user experience in mobile Augmented Reality. To achieve these objectives a generic framework constituted of two main layers is proposed. The End-to-End Adaptation Layer adapts in real-time the parameters of the Augmented Reality system to provide the user with the best possible experience despite the varying operating conditions such as the transmission link and user head motion. The Generic Augmented Reality Layer encompasses solutions to the problem of overlaying adequate information in the real scene and manages multimodal interaction with the virtual environment.


MEMODULES as tangible shortcuts to multimedia information ArODES Chapter

Boder Aleksandar, Mugellini Elena, Lalanne Denis, Dumas Bruno, Evequoz Florian, Sandro Gerardi , Le Calve Anne, Ingold Rolf, Abou Khaled Omar

In : LALANNE, Denis, KOHLAS, Jürg (eds). Human machine interaction : research results of the MMI program. Berlin : Springer, 2009. P. 103-132. (Lecture notes in computer science ; 5440). 2009

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2020

Inside the cockpit of semi-autonomous cars of tomorrow : gamification design of a carpolling-based freight transport ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Stefano Carrino, Marine Capallera, Elena Mugellini, Quentin Meteier

Proceedings of GSGS'20 : 5th Gamification & Serious Game Symposium, September-November 2020, Switzerland

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Résumé:

Simulations play a crucial role to investigate hazardous situations that are impossible to test in real-life conditions without endangering the user’s safety. This paper presents a simulator of conditionally automated cars aiming at enhancing the driver safety and driving comfort. In addition, thanks to the simulator’s highly repeatability, integrated sensors and controlled conditions we collected valuable scientific data, which is otherwise very difficult to gather.


Improving a digital manufacturing operation manueal thanks to augmented reality : gamification design of a carpolling-based freight transport ArODES Conference

Stéphane Bourquin, Stéphane Gobron, Axel Collet, Omar Abou Khaled, Valérie Duay

Proceedings of GSGS'20 : 5th Gamification & Serious Game Symposium, September-November 2020, Switzerland

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Résumé:

A traditional paper guide for industrial maintenance tasks has been transformed into a digital one composed of three augmented reality supports: augmented reality glasses, spatial projection, and video stream superimposition. For the last two, the recording is done by a 6 degree of freedom (trasnlation and rotations) tracking algorithms by deep learning on synthetically generated data. Tests in an industrial environment showed very good results and also that each support has its own advantages depending on the to-do task.


Bombuscar : gamification design of a carpolling-based freight transport ArODES Conference

Stéphane Gobron, Vincent Bourquin, Omar Abou Khaled, Elena Mugellini, Francesco Carrino, Richard Pasquier

Proceedings of GSGS'20 : 5th Gamification & Serious Game Symposium, September-November 2020, Switzerland

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Résumé:

The environmental and societal cost of traditional logistics, based on the "Hub and spoke" model, is increasingly unfavorable. Digitization allows new approaches that have proved effective in people transportation (e.g., Uber, BlaBlaCar). This project proposes the creation of a smart distribution network for the goods transport by exploiting existing transport capabilities. We present the gamification design of the user interface (UI) to foster users’ motivation and trust to the platform.


Human vehicle interaction model for supervision in conditionally automated driving cars ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Marine Capallera, Elena Mugellini

Proceedings of ETIS 2020 : the Fourth European Tangible Interaction Studio, 16-20 November 2020, Siena, Italy

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Résumé:

Developments in the field of semi-autonomous driving will increasingly free the driver from the main driving task. Conditional autonomous driving allows the driver not to constantly monitor her/his environment, but s/he must still be able to regain control of the vehicle at any time if the situation requires it. That’s why it is important to maintain driver’s Situation Awareness while is performing a secondary task. This paper presents a model of an adaptive, full-body and multimodal Human Vehicle Interaction (HVI) for supervision.


NESTORE : an embodied tangible conversational agent for older adults ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Mira El Kamali, Elena Mugellini

Proceedings of ETIS 2020 : Fourth European Tangible Interaction Studio 2020, 16-20 November 2020, Siena, Italy

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Résumé:

Older adults are increasing in Europe [2]. Technology may play a role in older adults' health. Giving technology the ability to be physically manipulated can result in creating trust [4]. According to Spreicer [8], co-designing tangible user interface with elderly people can increase the chance of technology acceptance. NESTORE [6] is a virtual coach that comes in different forms of modalities/interfaces: a chatbot, a mobile application and a tangible coach. This article focuses on presenting one of the interfaces of NESTORE: the “tangible coach”. The tangible coach is an embodied conversational agent that seeks to empower older adults in becoming the co-producers of their wellbeing lifestyle through its tangible and its vocal interaction.


Multimodal conversational agent for older adults' behavioral change ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Mira El Kamali, Elena Mugellini

Proceedings of ICMI '20 Companion : International Conference on Multimodal Interaction, 25-29 October 2020, Virtual event, Netherlands

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Recently, research in the multimodal interaction area has shown a rapid development and users have been embracing their experience of multimodal technologies. In fact, having a multimodal system means allowing the user to choose one or more communication channel to access the system. While, on the contrary, unimodal systems do not have this option and can only settle to one-way of communication. Particularly, conversational agents are also in rapid increment and older adults are becoming more and more exposed to such agents. NESTORE is a virtual coach that aims to follow older adults in their wellbeing journey. It comes in two forms of interfaces: (i) a chatbot which is a text-based messaging application and (ii) a tangible coach which is a vocal assistant. This virtual coach is multimodal, due to the fact that it can depict or send information and even receive the user’s input through two different interfaces which are the chatbot and the tangible coach. Our aim is then to explore the modality that the user prefers in terms of user experience. We experimented with older adults five different types of scenarios where the virtual coach was interacting with a user through different modalities, used individually or combined. The virtual coach was asking a set of questions derived from a behavioral change model called HAPA. We measured the perceived user experience for each scenario with the UEQ-S questionnaire, and asked to rank the scenarios according to the users’ preferences.


Overview of the Transformer-based Models for NLP Tasks ArODES Conference

Jacky Casas, Omar Abou Khaled, Elena Mugellini

Proceedings of the 2020 Federated Conference on Computer Science and Information Systems, 6-9 September 2020, Sofia, Bulgaria ; Annals of Computer Sciences and Information Sciences

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Résumé:

In 2017, Vaswani et al. proposed a new neural network architecture named Transformer. That modern architecture quickly revolutionized the natural language processing world. Models like GPT and BERT relying on this Transformer architecture have fully outperformed the previous state-of-the-art networks. It surpassed the earlier approaches by such a wide margin that all the recent cutting edge models seem to rely on these Transformer-based architectures. In this paper, we provide an overview and explanations of the latest models. We cover the auto-regressive models such as GPT, GPT-2 and XLNET, as well as the auto-encoder architecture such as BERT and a lot of post-BERT models like RoBERTa, ALBERT, ERNIE 1.0/2.0.


NESTORE : un compagnon multimodal pour les séniors ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Mira El Kamali, Elena Mugellini

Publié dans les actes de la conférence WACAI 2020, Workshop sur les affects, compagnons artificiels et interactions, 2-4 juin 2021, Île d'Oléron

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Résumé:

Dans le cadre du projet Européen NESTORE, nous envisageons de créer un coach virtuel pour le bien-être des seniors. Ce dernier est un agent conversationnel qui peut avoir une conversation utilisant le langage naturel avec l'utilisateur afin de coacher, de se lier d'amitié et d'accompagner les seniors tout au long de leur parcours. Cet agent conversationnel se décline sous différentes formes d'interfaces telles qu’une application de messagerie textuelle ou un assistant vocal intégré. Cet agent conversationnel multimodal cherche à construire une relation empathique avec les utilisateurs basée sur son omniprésence, son attitude de coaching, sa fidélité et enfin sa capacité de comprendre l'émotion de l'utilisateur. Dans cet article, nous présentons la conception de ce coach virtuel, son but, ses rôles, l’architecture du système, ses capacités et ses multiinterfaces.


Reduce stress through empathic machine to improve HCI ArODES Conference

Karl Daher, Omar Abou Khaled, Elena Mugellini

Advances in Intelligent Systems and Computing ; Proceedings of Human Interaction, Emerging Technologies and Future Applications II (IHIET 2020), 23-25 April, Lausanne, Switzerland

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Résumé:

Daily life problems, can lead to distress, which has a harmful effect on health. Individuals are using machines for longer period. Machines should now have the ability to understand and show empathy which relies on trying to help the other through their emotional situation. In this study, showing empathy is done by reducing the effect of negative stress by using blue light. In the experiment, 17 participants executed a computer-mediated stress-generating test while using an Empatica E4 to extract physiological signals. The test is done without and with additional blue-colored light. The results show that a simple addition of blue colored light has the tendency to reduce mental stress. That can be interpreted as, compared to the normal state, the experiment with no light-induced more stress than the experiment with the blue light in the humans. Which imply that the blue light helped in maintaining a lower level of stress.


Comparing the ergonomics of gestural interfaces while running on a treadmill ArODES Conference

Maurizio Caon, Alessandro Silacci, Omar Abou Khaled, Elena Mugellini, Matthieu Vallat

Advances in physical, social & occupational ergonomics : Proceedings of the AHFE 2020 Virtual Conferences on Physical Ergonomics and Human Factors, Social & Occupational Ergonomics and Cross-Cultural Decision Making, July 16–20, 2020, USA

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Résumé:

Interactions with treadmills are based on pressing buttons or through a touchscreen. However, these interactions require the user to touch the frontal dashboard of the treadmill while running. Indeed, for each interaction that the runner does, the user needs to break her/his running form to reach the interface. Those actions cost also some additional energy to the runner with a possible impact on performance. Current technologies allow finding a better solution for the runner like gesture-based interaction. This paper presents a comparison of different interaction modalities, including gestures, on a treadmill. The goal of this study is to analyze the ergonomics of gestural interfaces while running on a treadmill. In fact, specific tailored gestures are perceived as more natural and easier to perform while doing an activity and can improve significantly the user experience.


An embodied and ubiquitous e-coach for accompanying older adults towards a better lifestyle ArODES Conference

Maurizio Caon, Leonardo Angelini, Omar Abou Khaled, Mira El Kamali, Elena Mugellini

Human-computer Interaction : human values and quality of life : thematic area, HCI 2020, held as part of the 22nd International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, proceedings, part III

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Résumé:

The population of people age 65 or over is increasing especially inEurope [3]. Granting to this target population a longer and healthier life isparamount for the European Community. In the context of the H2020 EUfunded project“NESTORE”[11], an embodied and ubiquitous e-coach is beingdeveloped seeking to change the lifestyle of seniors in different domains ofwellbeing. NESTORE e-coach is known as a personalized embodied andubiquitous e-coach that plays three essential roles in elderly’s wellbeing: acoach, a friend and a companion. As a coach, NESTORE will give trainings andadvice following a wellbeing path that is proposed by experts in wellbeing. As afriend, this e-coach knows and understands the user. As a companion, this e-coach has the ability to detect the user’s emotion and aims at building empathywith the user based by providing support throughout their daily training.The NESTORE e-coach is based on three different intervention medium: amobile application, a chatbot and an embodied vocal assistant. These interfaceshave different forms, different capabilities and different visions. Users cancommunicate with the NESTORE e-coach through different interfaces exclu-sively, sequentially, concurrently and synergistically. The interaction can beinitiated from the user side to different interfaces and/or from the e-coach side.In this paper, we present the NESTORE’s full vision for building the threeessential roles of this e-coach which are: a coach, a companion and a friend forseniors. Furthermore, we explain the NESTORE system design, architecture,capabilities and how the different interfaces of this E-coach contribute to make amulti-modal system. Finally, we conclude our work with the state of this H2020project.


Designing an AI-companion to support the driver in highly autonomous cars ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Stefano Carrino, Marine Capallera, Elena Mugellini, Quentin Meteier

Proceedings of HCII 2020 : 22nd International Conference on Human-Computer Interaction, 19-24 July 2020, Copenhagen, Denmark ; Lecture Notes in Computer Science

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In this paper, we propose a model for an AI-Companion for conditionally automated cars, able to maintain awareness of the driver regarding the environment but also to able design take-over requests (TOR) on the fly, with the goal of better support the driver in case of a disengagement. Our AI-Companion would interact with the driver in two ways: first, it could provide feedback to the driver in order to raise the driver Situation Awareness (SA), prevent them to get out of the supervision loop and so, improve takeover during critical situations by decreasing their cognitive workload. Second, in the case of TOR with a smart choice of modalities for convey the request to the driver. In particular, the AI-Companion can interact with the driver using many modalities, such as visual messages (warning lights, images, text, etc.), auditory signals (sound, speech, etc.) and haptic technologies (vibrations in different parts of the seat: back, headrest, etc.). The ultimate goal of the proposed approach is to design smart HMIs in semi-autonomous vehicles that are able to understand 1) the user state and fitness to drive, 2) the current external situation (vehicle status and behavior) in order to minimize the automation surprise and maximizing safety and trust, and 3) leverage AI to provide adaptive TOR and useful feedback to the driver.


Training pedestrian safety skills in youth with intellectual disabilities using fully immersive virtual reality : a feasibility study ArODES Conference

Geneviève Piérart, Robin Cherix, Omar Abou Khaled, Dominique Wunderle, Elena Mugellini, Francesco Carrino

Lecture Notes in Computer Science ; Proceedings of HCII 2020, HCI in Mobility, Transport, and Automotive Systems. Driving Behavior, Urban and Smart Mobility, Second International Conference, Held as Part of the 22nd HCI International Conference, 19-24 July 2020, Copenhagen, Denmark

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Résumé:

The possibility to move independently outdoor has a huge impact on the quality of life. However, it requires complex skills, difficult to acquire for youth with intellectual disabilities (ID). They need an engaging and varied environment in which they can safely train these skills for all the time they may need. We present an exploratory study that aims to evaluate the usability of virtual reality (immersive headset) as learning tool for youth with ID. We developed a simulator of a pedestrian crossing able to reproduce different environmental conditions (i.e., weather, day-time/night-time, and drivers’ kindness). We tested our simulator with 15 people (9–18 years old) with ID. The tests showed good acceptability and a learning effect was visible after only four consecutive sessions, for a total of sixteen simulated crossings. However, additional studies are required (i) to assess in which measure this effect is imputable to actually learned crossing road skills or to a better control over the tool, (ii) to measure the transfer of the learning from virtual reality to real word conditions.


Empathic flower companion to increase productivity - EFC ArODES Conference

Karl Daher, Omar Abou Khaled, Elena Mugellini

Proceedings of the CODIT 2020 : 7th International Conference on control, decision and information technologies, 29 June - 2 July, 2020, Prague, Czech republic

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Résumé:

Humans nowadays are tending to spend too much time in front of their screens. Direct interaction between humans is falling in numbers and people are losing their empathic behaviour. By integrating empathy and emotions in everyday objects researchers can address this problem. In addition we can have a positive effect on our lives, from physical and mental health through tackling many issues, like productivity, time wasting, stress and other problems. In this article, we tackle the productivity problem by presenting the Empathic Flower Companion (EFC) that will be using the expression of emotions to help the human through their working day. It will be monitoring their time and at the same time analysing the websites they will be surfing. The concept proposed will reduce the time wasted on unproductive websites. The results show an increase of 15% in the productivity of the testers, which shows that EFC was effective in reducing the amount of time wasted.


Early detection of foodborne illnesses in social media ArODES Conference

Jacky Casas, Omar Abou Khaled, Elena Mugellini

Proceedings of the 2nd International Conference on Human Interaction and Emerging Technologies: Future Applications (IHIET – AI 2020), 23-25 April 2020, Lausanne, Switzerland ; Advances in Intelligent Systems and Computing

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Résumé:

Alert Center is a platform aiming at detecting outbreaks caused by food toxin infections and food intoxications in Switzerland. It does this by analyzing tweets and sending alerts to the Federal Food Safety and Veterinary Office (FSVO) when a risk is detected. The platform is composed of four main parts: a real-time extractor that targets tweets based on a list of curated keywords, three classifiers (one for each main spoken language) that isolate tweets related to food toxin, a system that locates tweets on the Swiss territory and a web-based dashboard to visualize the results. Combining localization algorithms of tweets and users allows the system to locate 75.09% of the tweets, 2.31% of which were located in Switerzland. In addition, a list of Swiss Twitter accounts corresponding to 15% of the total estimated number of Swiss accounts has been created.


Personage VR : a virtual reality story-telling tool to raise awareness about ageism ArODES Conference

Christian Maggiori, Omar Abou Khaled, Elena Mugellini, Francesco Carrino

Advances in Intelligent Systems and Computing ; Proceedings of IHIET 2020 : 2nd International Conference on Human Interaction & Emerging Technologies: Future Applications, 23-25 April 2020, Lausanne, Switzerland

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Résumé:

The PersonAge VR project has the two-folded goal of using Virtual Reality (VR) and interactive storytelling to divulge the research and knowledge in the field of ageism and, in the process, to raise awareness about ageism in the population. The system we conceived and developed allows experiencing ageism under three different points of view: the victim, the perpetrator, and the witness. We performed preliminary usability tests (formative usability) with 8 participants from the point of view of the victim. The system was found to be easy to use and the participants provided feedback about the emotions felt when playing the role of an elderly person. The participants felt strong anger and surprise. These feelings could be associated with a situation of discrimination.


Digitalization of the last mile of a humanitarian supply chain ArODES Conference

Maurizio Caon, Paul Vaucher, Omar Abou Khaled

Proceedings of the 2nd International Conference on Human Interaction and Emerging Technologies: Future Applications (IHIET – AI 2020)

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Résumé:

The digitalization of humanitarian supply chains allows overcoming one of the greatest difficulties faced by NGOs and governments in managing health equipment in crisis situations: the visibility of stocks and consumption at the end of the chain. This paper presents the design process of the health equipment inventory management system developed to support the humanitarian crisis related to the Syrian refugees in Lebanon. The prototype was tested at the pharmacy of the ICRC Weapon-wounded Trauma and Training Centre in Tripoli, Lebanon, where it was demonstrated to be easy to use and able to facilitate the work related to the management of medicament stocks and orders.




2019

Exploiting BLE beacons capabilities in the NESTORE monitoring system ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Mira El Kamali, Elena Mugellini

Proceedings of the 5th Italian Workshop on Artificial Intelligence for Ambient Assisted Living 2019, co-located with 18th International Conference of the Italian Association for Artificial Intelligence, AI*AAL@AI*IA 2019, 22 November 2019, Rende, Italy

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Résumé:

Monitoring physiological and behavioural data related to the five domains of well-being (i.e., physical, mental, cognitive, social, and nutritional) is relevant for assessing the profile of people using assistive technologies, in order to provide early detection and adaptive support to his changing individual needs related to ageing. In this paper, we present a system called NESTORE that aims at addressing such a challenge. In particular, we focus on the enabling technology that composes the core set of devices of the so-called environmental monitoring system, namely the NESTORE Bluetooth Low Energy beacons. The presented system performs a range of services including data collection and analysis of short- and long-term trends in social and behavioural parameters. Furthermore, using the same set of devices the system provides insights on the status of the user’s vital space in terms of thermal comfort. We provide an overview of the NESTORE environmental monitoring system and details and evaluation of the software modules built upont the chosen technology: social interaction detection, indoor behavioural index inference, and indoor thermal comfort detection.


A decision support system to propose coaching plans for seniors ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Elena Mugellini, Maurizio Caon

Proceedings of the 32nd IEEE CBMS International Symposium on Computer-Based Medical Systems

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Résumé:

This paper presents the decision support system that has been defined and developed under the umbrella of the NESTORE project. The main goal of the proposed system is to help users in selecting coaching plans by proposing personalised recommendations based on their behaviours and preferences. Recognising such behaviours and their evolution over time is therefore a crucial element for tailoring the interaction of the system with the user. A three-layer system composed of pathways, coaching activity plans, and coaching events, constitutes the so-called coaching timeline on which the analysis is grounded. Various techniques are used to model and personalise the recommendations and feedback. Firstly, the indicators are extracted from disparate data sources, then these are modelled through a profiling system and, finally, recommendations on the pathways and coaching plans are performed through a scoring and a tagging system.




2018

Bike usage forecasting for optimal rebalancing operations in bike-sharing systems ArODES Conference

Omar Abou Khaled, Elena Mugellini, Simon Ruffieux

Proceedings of 2018 IEEE 30th International Conference on Tools with Artificial Intelligence (ICTAI), 5-7 November 2018, Volos, Greece

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This article presents the first step of a project focusing on enhancing the management of bike-sharing systems. The objective of the project is to optimize the daily rebalancing operations that need to be performed by operators of bike-sharing systems using machine-learning algorithms and constraint programming. This study presents an evaluation of machine learning algorithms developed for forecasting the availability of bikes on three Swiss bike-sharing networks. The results demonstrate the superiority of the Multi-Layer Perceptron algorithm for forecasting available bikes at station-level for different prediction horizons and its applicability for real-time prediction generation.


Automatic embedding of social network profile links into knowledge graphs ArODES Conference

Omar Abou Khaled, Elena Mugellini, Simon Ruffieux

Proceedings of the 9th International Symposium on Information and Communication Technology (SoICT 2018), 6-7 December 2018, Da Nang City, Viet Nam

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Résumé:

Recent Knowledge Graphs (KGs) like Wikidata and YAGO are often constructed by incorporating knowledge from semi-structured heterogeneous data resources such as Wikipedia. However, despite their large amount of knowledge, these graphs are still incomplete. In this paper, we posit that Online Social Networks (OSNs) can become prominent data resources comprising abundant knowledge about real-world entities. An entity on an OSN is represented by a profile; the link to this profile is called a social link. In this paper, we propose a KG refinement method for adding missing knowledge to a KG, i.e., social links. We target specific entity types, in the scientific community, such as researchers. Our approach uses both scholarly data resources and existing KG for building knowledge bases. Then, it matches this knowledge with OSNs to detect the corresponding social link(s) for a specific entity. It uses a novel matching algorithm, in combination with supervised and unsupervised learning methods. We empirically validate that our system is able to detect a large number of social links with high confidence.


UNICITY : a depth maps database for people detection in security airlocks ArODES Conference

Omar Abou Khaled, Elena Mugellini

Proceedings of the 15th IEEE International Conference on Advanced Video and Signal-based Surveillance (AVSS 2018), 27-30 November 2018, Auckland, New Zealand

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Résumé:

We introduce a new dataset, dubbed UNICITY , for the task of detecting people in security airlocks in top view depth images. If security companies have been relying on computer systems and algorithms for a long time, very few are trusting artificial intelligence and more specifically machine learning approaches in production environments. We are confident that the recent advances in these domains, especially with the democratization of deep learning, will open new horizons for security systems. We release this dataset to encourage the development of such approaches in the scientific community. UNICITY consists of 58k images collected from 65 recorded sequences with one or two people performing different behaviors including attacks and trickeries (e.g. tailgating). It also provides full annotation of people such as the location of head and shoulders. As as result, UNICITY is perfectly suited for training and adapting machine learning algorithms for video surveillance applications. This paper presents the data collection, an evaluation protocol, as well as two baseline methods for attack detection.


Real-time detection of micro-expressions through new feature selection for helping doctors to know their patients ArODES Conference

Karl Daher, Omar Abou Khaled, Elena Mugellini

Proceedings of Fachkonferenz Technik, Architektur und Life Sciences (FTAL) 2018, 18-19 October, Lugano (TI), Switzerland

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Ubiquitous Chatbots : workshop on wearable and embodied conversational agents ArODES Conference

Leonardo Angelini, Jacky Casas, Omar Abou Khaled, Elena Mugellini, Maurizio Caon

Proceedings of ACM International Symposium on Wearble Computers (ISWC'18), Ubicomp 2018, 8-12 October 2018, Singapore

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Résumé:

Human-computer interaction is progressively shifting towards natural language communication, determining the rise of conversational agents. In the context of ubiquitous computing, the opportunities for interacting with new services and systems in a conversational manner are increasing and, nowadays, it is common to talk to home assistants to interact with a smart environment or to write to chatbots to access an online service. This workshop aims at bringing together researchers from academia and industry in order to establish a multidisciplinary community interested in discovering and exploring the challenges and opportunities coming from the ubiquity of conversational agents.


Towards the NESTORE e-Coach : a tangible and embodied conversational agent for older adults ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Mira El Kamali, Elena Mugellini, Maurizio Caon

Proceedings of ACM International Symposium on Wearble Computers (ISWC'18), Ubicomp 2018, 8-12 October 2018, Singapore

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Résumé:

The ability to engage the user in a conversation and the credibility of the system are two fundamental characteristics of virtual coaches. In this paper, we present the architecture of a conversational e-coach for promoting healthy lifestyles in older age, developed in the context of the NESTORE H2020 EU project. The proposed system allows multiple access points to a conversational agent via different interaction modalities: a tangible companion that embodies the virtual coach will leverage voice and other non-verbal cues in the domestic environment, while a mobile app will integrate a text-based chat for a ubiquitous intervention. In both cases, the conversational agent will deliver personalized interventions based on behavior change models and will promote trust by means of emotionally rich conversations.


Food diary coaching chatbot ArODES Conference

Jacky Casas, Omar Abou Khaled, Elena Mugellini

Proceedings of ACM International Symposium on Wearble Computers (ISWC'18), Ubicomp 2018, 8-12 October 2018, Singapore

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Résumé:

This article presents the design of a conversational agent whose goal is to coach people who wish to improve their food lifestyle. The data gathering method is easy and especially fast in order to simplify the life of the user. The goals are defined by the user and the follow-up is done daily. Two choices are available to the user: reduce his consumption of meat or consume more fruits and vegetables. User tests were conducted with 36 people. Only 11% of the challenges were successful, but in 65% of cases, the tester has managed to improve its consumption compared to before.


Social networks serving web feeds ArODES Conference

Omar Abou Khaled, Elena Mugellini

Proceedings of the 10th International Conference on Information Management and Engineering (ICIME 2018), 22-24 September 2018, Salford, United Kingdom

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Résumé:

A web feed is a new kind of web services that was created in the past two decades to keep remote users updated with the latest news without having to crawl individual web sites. Currently, the existing web feed services get their information from one source (the website hosting the feed) in a standardized format that is normally structured as follows: title, description, link, image and date. In this paper, we propose a new method called NERVES (social Networks sERVing wEb feedS) that connects web feeds to a Social Networking Sites (SNS), and aims at (1) keeping users aware of the wider context taking into account both the source of the feed and the SNS. (2) Our approach enriches existing feeds with extra information harvested from the social web. We validated the efficiency and accuracy of our approach on public data and report on empirical results yielding an accuracy of 94%.


Teenagers' usage of a mobile-wearable-cloud platform to promote healthy lifestyles : the PEGASO experience ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Elena Mugellini, Maurizio Caon

Proceedings of the 40th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC'18)

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Résumé:

In contemporary society, non-communicable diseases linked to unhealthy lifestyles, such as obesity, are on the rise with a major impact on global deaths. Prevention is the new frontier, promising to increase life expectancy and quality, while reducing costs related to healthcare. The PEGASO project developed a mobile ecosystem where the digital Companion aims at empowering teenagers in the adoption of healthy lifestyles. The pilot study conducted in three European countries (Spain, UK and Italy) shows a good acceptance of the system and that teenagers are keen to use mobile technology to improve their lifestyle, although wearable devices did not engage the young users


IMPACT : a serious game in virtual and augmented reality to enhance mirror therapy ArODES Conference

Omar Abou Khaled, Elena Mugellini, Francesco Carrino

Proceedings of GSGS'18: 3rd Gamification & Serious Game Symposium, 5-6 July 2018, Neuchâtel, Switzerland

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IMPACT : immersive mirror for pain control and treatment ArODES Conference

Omar Abou Khaled, Elena Mugellini, Francesco Carrino

Lecture Notes in Computer Science, Proceedings of the International Conference on Aumented Reality, Virtual Reality and Computer Graphics (AVR 2018), 24-27 June 2018, Ottranto, Italy

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Résumé:

We present an overview of IMPACT, a system that uses virtual and augmented reality to enhance the mirror therapy for the treatment of phantom limb pain and stroke rehabilitation. The system tracks users’ movements and the head position using a combination of depth cameras and inertial sensors. This information is then fused together in a 3D full-body human model able to adapt to the patient’s characteristics (e.g., skin color, limb size) and avoid unnatural movements due to possible bad tracking (e.g., a joint bended in an unnatural way). IMPACT includes three serious games that can be played in first-person point of view and that allow different levels of immersion according to the needs of the treatment.


Towards multisensory storming ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Elena Mugellini, Maurizio Caon

Proceedings of DIS 2018

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Résumé:

Current digital system interfaces are mainly based on vision and hearing. HCI practitioners and researchers need to introduce unconventional senses in interaction design in order to avoid sensory deprivation in digital life and enhance information accessibility. In this paper, we present a novel technique, called Multisensory Storming, which aims at supporting the multisensory interaction design process. Multisensory Storming is a group method enabling the generation of new ideas and design proposals in physical contexts through exercises that allow exploring all the human senses.


Towards multisensory storming ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Elena Mugellini, Maurizio Caon

Proceedings of Designing Interactive Systems (DIS), 9-13 June 2018, Hong Kong, China

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Résumé:

Current digital system interfaces are mainly based on vision and hearing. HCI practitioners and researchers need to introduce unconventional senses in interaction design in order to avoid sensory deprivation in digital life and enhance information accessibility. In this paper, we present a novel technique, called Multisensory Storming, which aims at supporting the multisensory interaction design process. Multisensory Storming is a group method enabling the generation of new ideas and design proposals in physical contexts through exercises that allow exploring all the human senses.


Internet of tangible things : workshop on tangible interaction with the internet of things ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Elena Mugellini

Proceedings of CHI 2018, 21-26 April 2018, Montréal, Canada

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Résumé:

The rise of the Internet of Things (IoT) brings abundant new opportunities to create more effective and pleasing tangible user interfaces that capitalize on intuitive interaction in the physical world, whilst utilizing capabilities of sensed data and Internet connectivity. However, with these new opportunities come new challenges; little is still known how to best design tangible IoT interfaces that simultaneously provide engaging user experiences and foster a sense of understanding about the often-complex functionality of IoT systems. How should we map previous taxonomies and design principles for tangible interaction into the new landscape of IoT systems? This workshop will bring together a community of researchers from the fields of IoT and tangible interaction, in order to explore and discuss how parallels between tangible interaction and the properties of IoT systems can best be capitalised on as HCI research moves increasingly toward the Internet of Tangible Things (IoTT). Through ideation and discussion, the workshop will function as a springboard for the community to begin creating new taxonomies and design considerations for the emerging IoTT


Internet of Tangibles ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Elena Mugellini

Proceedings of 12th International Conference on Tangible, Embedded and Embodied Interactions (TEI'18), 18-21 March 2018, Stockholm, Sweden

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Résumé:

There is an increasing interest in the HCI research community to design richer user interactions with the Internet of Things (IoT). This studio will allow exploring the design of tangible interaction with the IoT, what we call Internet of Tangibles. In particular, we aim at investigating the full interaction-attention continuum, with the purpose of designing IoT tangible interfaces that can switch between peripheral interactions that do not disrupt everyday routines, and focused interactions that support user’s reflections. This investigation will be conducted through hands-on activities where participants will prototype tangible IoT objects, starting by a paper prototyping phase, supported by design cards, and followed by an Arduino prototype phase. The purpose of the studio is also establishing a community of researchers and practitioners, from both academy and industry, interested in the field of tangible interaction with the Internet of Things.


Designing the interaction with the internet of tangible things : a card set ArODES Conference

Leonardo Angelini, Omar Abou Khaled, Elena Mugellini

Proceedings of the 12th International Conference on Tangible, Embedded, and Embodied Interaction (TEI'18), 18-21 March 2018, Stockholm, Sweden

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Résumé:

Current interactions for the Internet of Things are often constrained behind a screen. With the Internet of Tangible Things (IoTT) we aim at promoting the design of richer interactions, embodied in physical IoT objects. To this purpose, we propose a card set for the design of tangible interaction with IoT objects, which contains 8 cards for tangible interaction properties and 8 for IoT properties, in order to explore how tangible properties can be exploited for enhancing the interaction with IoT objects. We tested the card set in a dedicated workshop, observing that participants were able to explore most of the tangible and IoT properties. To complement the IoT card set, a hardware prototyping toolkit with examples for each of the 8 tangible properties is currently under development.


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