The number of youngsters (from 18 to 24 years old) who leave school without having obtained an upper-secondary education degree and who do not follow any type of education is much higher within the Brussels Capital Region than the Belgian average. Furthermore, in comparison to the Flemish and Walloon Regions the numbers for Brussels also prove comparatively elevated. In 2014, the school dropout rate for the Brussels Capital Region was 14,4%, while 7% for Flanders and 12,9% for Wallonia.
The ArtVis project investigates advanced visualisation techniques in combination with a tangible user interface to explore a large source of information (Web Gallery of Art) about European painters and sculptors from the 11th to the mid-19th century. Specific graphical and tangible controls allow the user to explore the vast amount of artworks based on different dimensions (faceted browsing) such as the name of the painter, the museum where an artwork is located, the type of art or a specific period of time.The name ArtVis reflects the fact that we bring together artworks and the field of Information Visualisation (InfoVis) in order to achieve a playful and highly explorative user experience in order to get a broader understanding of the collection of artworks.
iPaper is a platform for interactive paper applications that has been realised as an extension of the iServer cross-media link server. The iPaper framework supports the rapid prototyping, development and deployment of interactive paper applications.
A first purpose of this project is to investigate the cognitive processing involved in educational games and its impact on learning. The second purpose is to investigate how we can influence these cognitive processes by using adaptive techniques. Among others, we investigate the impact of the personality, the learning style, as well as the motivational aspects of learning by manipulating different aspects of the educational game.
The PaperPoint application is a simple but very effective tool for giving PowerPoint presentations. The slide handouts are printed on Anoto paper together with some additional paper buttons for controlling the PowerPoint presentation. A digital pen is used to remotely control the PowerPoint presentation over wireless Bluetooth technology.
The MobiCraNT project aims at the development of software engineering principles and patterns for the development of mobile cross-media applications that operate in a heterogenous distributed setting and interact using cross-media technology.
Mudra is a unified multimodal interaction framework supporting the integrated processing of low-level data streams as well as high-level semantic inferences. Our solution is based on a central fact base in combination with a declarative rule-based language to derive new facts at different abstraction levels. The architecture of the Mudra framework consists of three layers: At the infrastructure level, we support the incorporation of any arbitrary input modalities, including skeleton tracking via Microsoft’s Xbox Kinect, multi-touch via TUIO and Midas, voice recognition via CMU Sphinx and accelerometer data via SunSPOTs. In the core layer a very efficient inference engine (CLIPS) was substantially extended for the continuous processing of events. The application layer provides flexible handlers for end-user applications or fission frameworks, with the possibility to feed application-level entities back to the core layer.
The iServer platform supports the integration of cross-media resources based on the resource-selector-link (RSL) model. iServer not only enables the definition of links between different types of digital media, but can also be used for integrating physical and digital resources.
The main goal of the Midas framework is to provide developers adequate software engineering abstractions to close the gap between the evolution in the multi-touch technology and software detection mechanisms. We advocate the use of a rule language which allows programmers to express gestures in a declarative way. Complex gestures which are extremely hard to be implemented in traditional approaches can be expressed in one or multiple rules which are easy to understand.
We present a solution that uses explicit gestures and implicit dance moves to control the visual augmentation of a live music performance. We further illustrate how our framework overcomes limitations of existing gesture classification systems by providing a precise recognition solution based on a single gesture sample in combination with expert knowledge. The presented approach enables more dynamic and spontaneous performances and|in combination with indirect augmented reality leads to a more intense interaction between artist and audience.