Nikos Koutsouris presents the InLife project and AKSION game pilot for social inclusion at the Pervasive Wireless Applications and Services - WiMob'18 Conference in Limassol
InLife presentation at eHPWAS'18 - WiMob'18 Conference
1. www.inlife-h2020.eu 1
InLife: a platform enabling
the exploitation of IoT and
gamification in healthcare
Co-funded by the horizon 2020 Framework
Programmeof the EuropeanUnion
InLife - Grant Agreement 732184
Nikos Koutsouris, P. Kosmides, K. Demestichas, E. Adamopoulou
Institute of Communication and Computer Systems, Athens
Katerina Giannakopoulou
Panhellenic Association of Adapted Activities “ALMA”, Athens
Vanessa De Luca
University of Applied Sciences and Arts of Southern Switzerland
3. www.inlife-h2020.eu 3
Objectives
InLife aims to support educational and behavioral
change purposes by providing an extensible and
versatile framework for serious games development.
It leverages on state-of-the-art Gamification and
Internet-of-things (IoT) potentials to bridge ICT and
real life interactions and to promote pro-environment
and social inclusion behaviors.
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The INLIFE platform architecture
• Event driven framework
• Game evolution tightly bound
to real-life actions and
conditions
• Bi-directional interaction
between gameplay activities
and the surrounding real-
space through IoT technology
• Data analytics and AI to
analyze behavioral
improvement and learning
progress
• Modular, flexible and open
architecture
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• Data aggregation on top of
the Kaa IoT platform
• Support of heterogeneous
sensing and actuating devices
• Cloud based
• Mechanisms for registration,
discovery, communication,
data and device management
IoT-based and Data-Adaptation Layer
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• Monitor and control Serious
Game evolution
• Strong configuration options
to serve the learning process
• Adaptation of the gaming
environment, even per player
• Personalized rewards based
on game analytics and
player’s progress
• Push notification mechanism
• Social Media module for easy
interaction
Gamification Layer
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INLIFE demonstration games
ICEBERG
Pro-environmental behaviours
AKSION
Social inclusion education
4 real public environments with different types of users to demonstrate
and validate the INLIFE platform with real data
8. Pilots
Valladolid / Spain
Municipal library
Adolfo Miaja de la Muela
ICEBERG
Athens / Greece
School of Electrical
and Computer Engineering
Buildings, ICCS, National
Technical University of Athens
ICEBERG
Les Ulis / France
AVAG Association for
Living the Self-Governance
ICEBERG - AKSION
Athens / Greece
ALMA PanHellenic Association
of Adapted Activities
AKSION
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Use case: app for autistic children (1/2)
Deployed in the Panhellenic Association of Adapted Activities “ALMA”
Service Provider in Athens, for children, teenagers and adults with
disability (autism and mental retardation)
Psychosocial development
Full integration in a society of equal opportunities
Teaching of object recognition
Age of students: 4 – 7
Bring the correct toy
RFID tags, RFID reader
attached to a RPI computer
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Use case: app for autistic children (2/2)
AKSION game story: an astronaut who travels in his spaceship along
unknown and unexplored planets
Learn about the planet’s inhabitants’ traditions and behaviours
Meet other players in the Intergalactic Meeting room
Customize the character appearance
Positive feedback by the
pedagogists so far
Easy use of the system with
minimal need for technical
support
Potential for autonomous use
e.g. at home
11. Next steps
Support new real life actions i.e. place object at the right position
Long range RFID reader e.g. on a shelf, in the bottom of a box etc
Tagged objects
Develop a game with simpler graphics and plot, as requested by the
pedagogists
Start trials in an un-supervised mode
Need for extra protection of the RFID reader / RPI computer
Need for extra control and intelligence of the system
Support interested third parties in using the INLIFE platform
Open API for INLIFE apps development
Conversion of existing apps and games to INLIFE apps