Solutions

5 01, 2021

Technologies @ Education & Learning

2021-03-14T00:30:08+03:00

Computer Science Unplugged (CSU) Computer Science Unplugged aims to motivate learners' critical and creative thinking through pen-and-paper, role-playing activities (without computers or electricity), situated in the physical environment, without extra cost or equipment. Objectives Develop Open Educational and Learning Resources to introduce learners to computational thinking, by deploying Computer Science Unplugged methodology, and in line with Active and Situated Learning Theories. Establish an active, dynamic, and open network of teachers-researchers, involved in the implementation, validation, and evaluation of educational resources, transferring research from labs to real educational settings. Validate and evaluate educational scenarios and applications, in real settings (Primary & Secondary Education Schools) Researcher in charge: Michalis Feidakis CSU Portal (Greek) Social-Emotional Learning(SEL) Design, development, validation, and evaluation of Social-Emotional Learning (SEL) activities in Primary & Secondary Education EQ Assessment tools based on existing models (i.e. Mayer, Salovey & Caruso, Boyatzis & Goleman, Bar-On, Petrides) e-Learning training course on Social and Emotional Learning, for Teachers Evaluating the impact of EQ and Emotion Awareness in general Researcher in charge: Michalis Feidakis https://casel.org/ Social-Emotional Learning Portal (Greek) Gamification Treasure Hunt games, where participants are asked to complete a series of tasks. They are used for either educational or entertainment purposes. Each game consists of one or more paths that players must follow.  Each path consists of two or more scenes (path nodes) where players must accomplish specific activities, e.g. move to a specific location (using the device coordinates), answer questions, upload or label (annotate) media files, etc. Benefit Cost-efficient, game-based motivation technique for crowdsourcing Researchers in charge: Lazaros Toumanidis Christos Chatzigeorgiou Download Leaflet Humanoids Objectives Develop educational applications for Humanoid Robots (i.e., Softbank NAO). Validate and evaluate educational scenarios and applications, in real settings (Primary & Special Education Schools) Enrich Humanoids with advanced cognitive, socio-emotional capacity, in line with the latest developments in Artificial (Emotional) Intelligence and Machine Learning Collaborations CoNSert is Collaborating with Mobile Technology on developing educational solutions for Humanoids Researcher in charge: Michalis Feidakis

Technologies @ Education & Learning2021-03-14T00:30:08+03:00
23 02, 2020

Quick Report App

2021-06-10T17:31:20+03:00

Quick Report App Download the Quick Report app from App Store or Google Play. Download the Quick Report app from App Store or Google Play. GOAL Quick Report is a mobile application paired with a Bluetooth button in the size of a coin, used for sending predefined messages to a target person. Messages are sent by clicking the button, with each type of click (single, double or long), corresponding to a different notification message. Click  here to see all places on the world where the Quick Report buttons have been pressed. HOW IT WORKS Τhe application sends a predefined text (JSON message), either to a server, or to an email account. It has been developed for both iPhone and Android mobile phones. The application is using a paired button (current implementation comes with a flic button) and can be configured by the user. Report user location (optional) Hide the reporter’s identity – no information about the personal ID of the reporter is sent In cases where identified reports are needed to be provided but the identity of the reporter needs to be concealed, CoNSeRT has developed a Privacy Protection Communication Gateway, through which a two stage, non-reversible process is used to unlink the ID of the reporter from the recipient of the report, so that anonymous reporting can be guaranteed. Hardware/software requirements The application and back office services of the smart button, require from the user the app installation and an initial configuration of the reports (i.e. how they should be triggered, what happens after, what information is sent, etc.). In terms of hardware, any BT enabled clicker/button/ device can be integrated (as long as the corresponding libraries or description of operation are available). The current implementation is using the FLIC company button. A specific number of buttons have been produced for this reason and are available to all interested parties, following communication with CoNSeRT members. DEPLOYMENT The Quick Report has been deployed in the Horizon 2020 project TRILLION for incident quick reporting. The user can configure a message to be sent to the TRILLION platform, as well as the incident category (i.e. warning, urgency), depending on the button’s click. The solution has been successfully validated in pilots accomplished in London, by Victoria BID, in the context of TRILLION tests (2018). A monitoring tool of selected smart buttons’ click location and time has been implemented (always with the consent of the user), able to monitor globally, all clicks. This can be used for cases where heat maps of clicked locations need to be provided, for visualization purposes. BENEFIT Seamless, discreet and quick reporting, without the need to use a smartphone or smartwatch Easy to use (both in terms of the device, but also of the app, which needs [...]

Quick Report App2021-06-10T17:31:20+03:00
19 02, 2020

Ontologies

2020-11-26T12:17:10+03:00

Social Smart Object’s Relationships Ontology (SSOR-Ont) In order to overcome the interoperability problems that emerge from the heterogeneous nature of the IoE entities, we have developed two ontologies: Social Smart Object’s Relationships Ontology (SSOR-Ont) and Smart Object’s Needs and Services Ontology (SONS-Ont). You can find the Social Smart Object’s Relationships Ontology (SSOR-Ont) here. Smart Object’s Needs and Services Ontology (SONS-Ont) SSOR-Ont defines semantically the social relationships of the IoE entities and contains five main classes:  OwnershipFriend: It describes the relationship between smart objects that belong to the same owner. Co-WorkFriend: It is the “friendship” established between cooperative smart entities. Co-LocationFriend: It depicts the social relationship between smart entities that are located in the same place. OccasionalFriend: It is a “friend” that the smart entity “meets” sporadically in a Mobile Ad-Hoc Network (MANET). OccasionalFriend refers to the Social object relationship. ParentalFriend: It is a relationship that comes from the manufacturer and is referred to smart objects created in the same production batch. On the other hand, SONS-Ont has as main class the SIoT Agent that defines the services that are produced by a smart entity, the needs it has and the type of the SIoT agent (i.e. user agent). The Service class is the facility that a smart entity offers. For example, a lamp offers lighting or the air-condition offers cold air. Each Service is mapped to a Topic, empowering the Publish-Subscribe pattern that ASSIST takes advantage of, and has a unique URI. Finally, the Need class responds to the resources a smart entity has to consume for achieving its goal. For example, a Jogging Planner has to be aware of the weather in order to form a jogging schedule for the week. The main reason for exploiting this ontology is to emphasize on the collaboration between smart IoE entities (both physical and cyber physical) and, consequently, to enforce the formation of new co-work relationships between them. You can find the Smart Object’s Needs and Services Ontology (SONS-Ont) here.

Ontologies2020-11-26T12:17:10+03:00
4 02, 2020

PPCG

2020-07-19T13:23:26+03:00

Privacy Protection Communication Gateway In today’s world where internet is ubiquitous, protecting user’s privacy is a crucial task, thus a “Privacy Protection Communication Gateway - PPCG” solution has been designed to preserve user’s privacy and of course protect the exchanged information from attacks. The solution is based on the deployment of two servers, implementing a two-step privacy protection process. Furthermore, PPCG also aims at preserving the confidentiality of information exchange between the end platform and the users, as well as protecting the communication against attacks. The first server is the Privacy Protection Proxy Server (PPPS) having as a main task the protection of the user’s identity through the transformation of user’s ID into a non-reversible identifier, that will be used during the communication between the user and the end platform. The second is the Control Centre Server (CCS), having as a main task, to provide a secure end-to-end encryption for the information exchange. The results of the autonomous operation and management of the two servers, if combined in a serial mode (user > PPPS > CCS), are able to guarantee the confidential and certified exchange of information between a user and the end platform. Development status: Beta testing / Release candidate version Researchers in charge of the project: Christos Chatzigeorgiou PPCG is a result of research performed under the Horizon 2020 project TRILLION.

PPCG2020-07-19T13:23:26+03:00
10 10, 2019

HanGeR

2020-07-19T13:18:52+03:00

HanGeR (Hand Gesture Recognition) HanGeR is a wearable application, used to capture data from smart watches with 3-axial accelerometers and gyroscopes, while making specific gestures. The data collected feed a dataset for training a Deep Learning model, in order to support hand gesture recognition. The application is available both for Apple watches and Android wear devices. Hanger - Athens Science Festival Technopolis, City of Athens April 24-29, 2018 Currently, capturing data for 6 gestures is available:     “Eating” Where the user is asked to use a fork and provide accelerometer and gyroscope measurements for detection of eating.     “Reach for wallet” Where the user is asked to reach for his/her wallet and provide accelerometer and gyroscope measurements for detection of the actions taken when someone is reaching for his/her wallet in his/her back pocket.     “Reach for wallet (fake action)” Where the user is asked to make a certain movement (tap two times on his/her back pocket) before reaching for his/her wallet and provide accelerometer and gyroscope measurements for detection of this distress signal movement, which could indicate a robbery.     “Hands up” Where the user is asked to put his/her hands up, in order to provide accelerometer and gyroscope measurements for detection of a possible life threatening situation.     “Distress signal” Where the user is asked to shake his/her hand three times, while pointing down, in order to provide accelerometer and gyroscope measurements for detection of a stressful or dangerous situation.     “Wave” Where the user is asked to wave, as if hailing someone with his/her hand up, in order to provide accelerometer and gyroscope measurements for detection of waiving. The applications are able to collect data continuously, while triggering of the above gestures can be done through the user’s mobile phone. In particular, the captured motion data are emitted to the tethered smartphone and are fed to the trained Deep Learning model, which is deployed to the smartphone. The Deep Learning model classifies them real-time into the aforementioned 6 categories. Researchers in charge of the project: Christos Chatzigeorgiou Lazaros Toumanidis

HanGeR2020-07-19T13:18:52+03:00
10 10, 2019

WAMPA

2020-07-19T13:25:55+03:00

WAMPA WEARABLE FOR ACTIVITY MONITORING OF PRODUCTIVE ANIMALS A neck-mounted wireless livestock monitoring device to monitor feeding and rumination patterns, animal welfare and managing the status of the animal farm. How it works The device is equipped with an accelerometer, a gyroscope and a GPS receiver, to be able to record its location and activity at any given time. Captured data are transmitted wirelessly from the collar via a base station to a Central Node on the farm. The communication between the device and the Edge Device is effected through two separate channels.  The first one offers a small communication range with high data rates while being energy intensive, in contrast to the second one,  which offers a wider range with low power consumption and low data rates. The collar device is mostly communicating with the Edge Device through the second channel, sending samples of its geolocation in high intervals of 6 to 30 seconds (or more), while all detailed activity information is stored locally to the device.  Once the device is within range of the first communication method, a bulk transfer of the latest data collected is initiated. COMMUNICATION XBee868: Covering a wide range while offering minimal power consumption contributes to a longer battery life. Wi-Fi: Complete and detailed activity logs are transferred via Wi-Fi daily, when the animals are inside the barn. W.A.M.P.A Collars log behavioral information and inform the Central Node about GPS location and emergencies. Researchers in charge of the project: Vasileios Doulgerakis

WAMPA2020-07-19T13:25:55+03:00
4 10, 2019

Ecobox

2020-07-19T13:22:34+03:00

Emergency COmmunication Box ECoBox is a novel way to communicate rescue instructions in cases of emergency, where there is no internet connectivity, be it wired or wireless, due to an unpredictable disaster, even if this happens combined with a complete power outage. Demo Box side While the device is powered on but broadcasting not activated, the Admin Interface can be used to upload a new message to be broadcasted. Once broadcasting is activated, by pressing the corresponding button, the message is being broadcasted encoded and in chunks, in an endless loop, allowing the reception by every device having installed the corresponding app, while if a part gets lost, it can be retrieved in the next broadcasting cycle . There is also the option to trigger broadcasting remotely. See a video of pilot deployment in Efesus App side Once the app is installed in the user’s phone, the user can launch it and immediately start receiving messages, if (s)he is near a broadcasting EcoBox. Once a (complete) message is received, the phone vibrates and notifies the user about the completion of the receiption. If a smart watch is available, the message can be read from the watch as well. Download Android App Deployment Ecobox can: Operate without the need of power supply, for more than 24 hours Broadcast emergency messages to an unlimited number of recipients Safely broadcast encrypted (tamper proof) messages, without the need of any telecom infrastructure Be used with any smartphone having the ability of communication over WiFi or Bluetooth Be deployed, without the need of any installation or connection to a local infrastructure. Researchers in charge of the project: Christos Chatzigeorgiou Vasileios Doulgerakis ECoBox idea has been conceived by researches of CONSeRT in the context of H2020 project STORM and has received a grant for patent submission by the Bodossaki Foundation.

Ecobox2020-07-19T13:22:34+03:00