Activities & Outcomes
The R&D
activities and outcomes of HCI Lab
are distinctively characterised
by an inter-disciplinary focus to define and advance the concept of
User Interfaces for All, proposed in the international bibliography
as the instantiation of the principles of "Design for All"
and "Universal Access" in the field of HCI.
The Lab's R&D efforts focus on advanced applocations and tools for the
following key domains presented below, putting particular emphasis on a cross-domain
impact:
eAccessibility, Design for All and Universal Access |
| The overall goal of this research direction is to support
and facilitate the
adoption and application of the principles of Design for All and Universal
Access in the context of the Information Society and to consolidate the
necessary knowledge, instruments and building blocks for ensuring that
interactive applications and services are designed and developed in such
a way as to preliminarily take into account the needs and requirements
of diverse target user groups in diverse contexts of use. |
Conducted activities
- elaboration of methods, techniques and tools for the development
of user interfaces that exhibit intelligent adaptation to the characteristics
of diverse target user groups, technological platforms and contexts
of use;
- elaboration of methods, techniques and instruments for usability
evaluation involving users with different characteristics and abilities;
- consolidation of Design for All approaches and methods in diverse
application domains of crucial importance in the context of the Information
Society;
- design and development of appropriate interaction techniques, supported
through user interface toolkits, for user groups with specific interaction
requirements, such as, for example, non visual interaction for blind
users and scanning based interaction for users with upper limbs motor
impairments.
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Outcomes
- Starlight (2007): a novel software platform for developing and interacting with multimodal interactive electronic textbooks that provide a Dual User Interface, i.e., an interface concurrently accessible by visually impaired and sighted persons.
- WebToAudio (2006): a tool supporting the transformation of web content into audio through the use of speech synthesis. WebToAudio allows saving the transformed content in MP3, wav and other formats, thus provding offline audio presentation and navigation of content for blind users, users with visual disabilities and users on the move.
- ARGO (2004): a public system that integrates
a Web browser with off-screen non-visual display transformation
and delivery (for blind people) and a Web browser that supports
the scanning technique through the use of binary switches(for
people with motor impairements).
- Home Access (2004): a smart home control
interface supporting hierarchical scanning for motor impaired
users.
- MENTOR (2004): a tool for process-oriented
support of Unified User Interface Design, providing facilities
for the consistency verification of the designed adaptation
logic.
- IS4ALL
training course (2003): an on-line course about design
approaches and methods that can be used to address the challenges
of universal access in the context of Health Telematics.
- PALIO
(2003): a system that supports the provision of web-based
services exhibiting automatic adaptation behaviour based on
user and context characteristics, as well as the user current
location.
- Virtual Prints (ViPs) (2003): a novel, intuitive, interaction concept for supporting navigation, orientation, way-finding, as well as a number of additional functions in Virtual Environments.
- NAUTILOS (2001): an information kiosk enabling
accessibility by motor-impaired and blind users. Its interface
supports the Greek language, offering Greek Braille and Greek
synthetic speech, while supporting operation in dual interface
mode, in which both the visual and the non-visual browsers are
displayed concurrently with synchronisation of the loaded web
site.
- Fast Scanner (2001): a tool based on Microsoft
Active Accessibility providing accessible interaction with interactive
applications through the automatic "on-the-fly" activation of
hierarchical scanning facilities.
- Hawk (2000): a non-visual interface development
toolkit that enables the programming of genuine non-visual interfaces
embodying non-visual interaction metaphors.
- FORTH Editor (2000): a text processor designed
for users with motor impairment of upper limps, and users with
learning or cognitive difficulties.
- SEW Trainer (1999): a vocational training
application for disabled people, specifically developed in order
to provide cognitive impaired users with support for developing
and enhancing the vocational skills required for table and bed
linen production. For more information, see the leaflet
about the SEW Trainer.
- Canteen Manager (1999): a specifically designed
application for users with learning difficulties and intellectual
disabilities, providing cognitive impaired users with support
for developing and enhancing the vocational skills required
for the management of a refectory. For more information, see
the leaflet
about the Canteen Manager.
- Unified User Interface Software architecture
(1998): a novel architectural framework facilitating the development
of interfaces that exhibit automatic adaptation behaviour, and
best-fit dynamic interface assembly.
- Unified User Interface Design Method (1998):
a design method that facilitates the design of interfaces that
exhibit automatic adaptation behaviour based on user and context
related diversity factors.
- AVANTI browser (1998): a universally accessible
web browser with a unified user interface.
- ESTIA NV Web Browser (1998): a web browser
for blind users that supports a large number of special input
/output devices and modalities of non-visual interaction.
- ESTIA MI Web Browser (1998): a web browser
that has been specifically designed in order to address the
needs of people with severe motor difficulties of upper limps.
The only interaction requirement on the part of the user is
the ability to activate a binary switch.
- Design-Aid (1998): a supporting tool environment
for documenting and retrieving design rationale revealed and
compiled through a scenario-based design process.
- ScanLib (1997): an augmented version of the
Windows object library with embedded hierarchical scanning facilities.
- UVDMM (1997): the User Vocabulary Definition
and Meaning Mapping Module (UVDMM) is a multilingual, multifunctional
and easily extendible lexical knowledge base, intended for use
in Interpersonal Communication Aids.
- USE-IT (1996): a knowledge-based tool for
automating the design of interactions at the physical level,
so as to ensure accessibility of the target user interface by
different user groups, including people with disabilities.
- Sherlock (1996): a Guidelines Management
System for articulating and depositing guidelines, facilitating
the automatic usability inspection of tentative designs.
- PIM (1996): the first tool reported to provide
toolkit integration as a documented and reusable service. It
allows proxy interface-toolkit specification and generation.
- COMONKIT (1995): an interface toolkit for
non-visual interaction, based on a specifically designed version
of the Rooms metaphor.
- The CORE shell system (1995): an Information
Retrieval tool targeted to Assistive Technology actors who seek
information on products and services, without being particularly
aware of the organisation or structure of data residing on existing
information systems.
- CONFIG (1994): a screen reader configuration
system that facilitates the customisation of non-visual environments
for blind users.
- INTERACT (1994): a user interface builder
that supports the implementation of user interfaces accessible
by disabled users.
- ARITHMOULIS (1994): an educational software
module developed for children with learning difficulties.
- LOGOS (1991): an interpersonal communication
system targeted to speech-motor, and language-cognitive impaired
users.
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Inclusive Interaction in Ambient Intelligence Environments |
|
Ambient Intelligence (AmI) represents a vision of the (not too far) future where “intelligent” or “smart” environments react in an attentive, adaptive, and active (sometimes proactive) way to the presence and activities of humans and objects in order to provide intelligent/smart services to the inhabitants of these environments. While a wide variety of different technologies is involved, the goal of Ambient Intelligence is to either entirely hide their presence from users or to smoothly integrate within the surrounding context as enhanced environment artifacts rather than as technological gadgets. This way, the computing-oriented connotation of technology essentially fades-out or even disappears in the environment, providing seamless and unobtrusive interaction paradigms. Therefore, people and their social situation, ranging from individuals to groups, be them work groups, families or friends and their corresponding environments (office buildings, homes, public spaces, etc) are at the centre of design.
The main goal of research in this domain is to support seamless,
high-quality, unobtrusive,inclusive and fault-tolerant interaction in Ambient Intelligence Environments.In this context, the Laboratory develops novel software development frameworks and methods,
and designs and develops future ambient interactive systems targeted to enabling natural and intuitive interaction of people with the intelligent environment via multiple modalities and coupled devices.
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Conducted activities
- Development of support methods and tools for the efficient,
effective and error-free implementation of ambient dialogues, i.e.,
dynamically distributed User Interfaces, which exploit on the fly the
wireless devices available at a given point in time.
- Elaboration of methods and tools for user interface development in Ambient Intelligence.
- Investigation scenarios and methodological approaches for universal access in ambient intelligence environments.
- Development of prototype applications that demonstrate the
potential, added value and benefits of ambient intelligence technologies
to the (mobile) end-users.
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Outcomes
- AmIDesigner and AmIPlayer (2008): two combined tools which support the automatic generation of accessible graphical user interfaces in AmI environments. The tools offers a simple and rapid design-and-play approach, and the running user interfaces produced integrate non-visual feedback and a scanning mechanism to support accessibility.
- CAMILE (2008): an interactive application that supports accessible lighting control through multiple modalities.
- ASK-IT Home Automation Application (2008): an application which facilitates the remote overview and control of the home environment through the use of a portable device. The user interface of the applications can adapt according to user needs (vision and motor impairments), context of use (alternative display types and display devices) and presence of assistive technologies (alternative input devices).
- Voyager (2004): a User Interface (UI) development
framework, delivered as a C++ toolkit, for developing wireless
dynamically composed wearable interfaces.
- Explorer (2004): a location-aware hand-held
multimedia guide for museums and archaeological sites.
- Projector (2004): a C++ proxy-toolkit for
Java Foundation Classes with split cross-platform execution.
|

Universally Accessible Games |
| Universally accessible games are interactive computer games that follow the principles of Design for All, being proactively designed to optimally fit and dynamically adapt to different individual gamer characteristics without the need of further adjustments via additional developments. Universally accessible games can be concurrently played among people with different abilities, ideally also while sharing the same computer. They may be played on various hardware and software platforms, and within alternative environments of use, utilizing the currently available devices, while appropriately interoperating with assistive technology add-ons. |
Conducted activities
- Elaboration of methods and concepts for the development of universally accessible games.
- Development of game engines for collaborative interaction-rich
games populated by "intelligent" creatures.
- Development of integrated development environments comprising
tools for easy and effective game development
- Conceptual and detailed design of universally accessible games, including design
rationale, game mechanics, software architectures, and development
process.
- Development of software prototypes of intelligent game worlds.
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Outcomes
- Game Over! (2007): "Game Over!" is the world's first (and hopefully only) universally inaccessible game. The goal of this game is to be used as an educational tool for disseminating, understanding and consolidating game accessibility guidelines.For more information, see the leaflet about the Game Over!.
- Terrestrial Invaders (2007): A UA-Game packed with numerous accessibility features that can be switched on and off, both off-line and on-the-fly. Actually, this game was developed in order to be able to create Game Over! For more information, see the leaflet about the Terrestrial Invaders.
- UA-Chess (2004): a universally accessible multi-modal chess game, which can be played between two players, including people with disabilities (low-vision, blind and hand-motor impaired), either locally on the same computer, or remotely over the Internet.
- Access Invaders (2005): a universally accessible version of the popular classic "Space Invaders" action game.
- SENSAI (2004): (generic AI sensory system
module) an open, extensible, modular approach for simulating
a generic sensory system for creating intelligent creatures
for computer games.
- UnderGO (2004): a software game engine for
animated 2D worlds supporting fast action and tile-based multilayer
terrains.
- BreakOut (2003): the "traditional" breakout
game implemented with fully distributed wireless wearable dynamic
I/O.
- Animatic (2003): a real-time 3D file manager,
and animated windows events with heuristic particle systems.
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Inclusive Online Communities |
| Activities in this domain concern the provision
of universally accessible and usable online communities, and aim
in particular to investigate new tools and services for promoting
online communication and collaboration (web portals, digital libraries,
eServices, etc.), as well as user needs and requirements for accessing
inclusive online communities and web-based services, both with and
without the use of assistive technologies. |
Conducted activities
- Development of methods, platforms and tools for supporting
the accessibility of online communities to users with diverse
needs, abilities and requirements.
- Development of universally accessible web portals.
- Investigation and design of novel visualization and navigation
techniques, intuitive metaphors and user empowering concepts
for online communities and web-based services.
- Development of methods and instruments targeted towards assessing
the inclusiveness of online communities and related tools.
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Outcomes
- "eGovernment Web Portal for disabled people (2008): The web applications that are available through the Portal include: (i) the Online Citizen Service Center, a one-stop-shop service for information retrieval and application submission to public administration bodies; (ii) Job Finding Service, supporting people with disabilities in searching on – line for jobs, eliminating the need for their physical presence in the workspace in order to conduct any preliminary negotiations with employers; (iii) Digital library of assistive technology product and services, addressing individual users as well as public bodies and organizations; (iv) Voice Portal, as an alternative means to access the content available through the Online Citizen Service Center with the use of telephone.
- "EDeAN Portal (2007): a completely new adaptable portal for the support of the activities of the EDeAN Network, developed using the EAGER toolkit.
- EAGER (2007): a development toolkit that allows Web developers to build adaptive applications using facilities similar to those offered by commonly user frameworks. It is a developer framework build over ASP.NET providing adaptation-enabled ready to use dialogs. By means of EAGER, a developer can produce Web portals that have the ability to adapt to the interaction modalities, metaphors and user interface elements most appropriate to each individual user, according to profile information containing user and context specific parameters.
- ORIENT (2006): a tool for the walkthrough-based assessment of eServices. ORIENT is based on a new methodology which combines the evaluation of accessibility and usability, and more in general the user experience, throughtout the usage lifecycle of eSevices, taking into account different user needs and requirements and different environments of use.
- Pages4VR (2006): a prototype web portal, including a variety of synchronous and asynchronous communication and collaboration tools, for the collaborative development of guidelines and standard in the domain of VR.
- Papyrus (2004): A web-based development suite
for the implementation of digital libraries of User-Interface
design guidelines, supporting collaborative and distributed
deployment.
- WebFace accessibility engine (2003): tool
for the dynamic transformation of web pages into personalisable
and accessible versions.
- I-doVE
(2003): a digital library of design guidelines for the domain
of virtual environment applications.
- HERMES
(2003): a web-based platform to enable systematic cooperation
amongst members of the European Design for All e-Accessibility
Network (EDeAN) and other thematic networks, stakeholders and
actors in the field.
- SEN-IST-NET web Portal
(2002): a portal providing information on Information Society
Technologies (IST) for Special Educational Needs (SEN), including
a Virtual Library, an extensive Resource Guide and a Case Study
section with examples of innovative use of ICT.
- Digital Library of Audio Books (2001): a
non-visual digital library of digitised audio books.
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Programming languages |
| Emphasis is put on the design and implementation of advanced
domain–specific programming languages, like User Interface programming languages and decision–logic
specification languages, as well as innovative general purpose languages, like dynamic object–oriented
programming languages. |
Conducted activities
- Design of languages suited to the specification of adaptation–oriented decision logic to drive
the dynamic assembly of software systems depending on deployment oriented parameters. The method was
originated from User Interface adaptation.
- Development of large–scale User Interface programming languages targeted for User Interface programming,
with an emphasis on declarative control constructs, toolkit connectivity, physical split with the functional
core, support for behavioral abstraction, and advanced hooking with C++.
- Design of dynamic object–oriented languages, with emphasis on dynamic inheritance, dynamic operator
overloading, garbage collection, dynamic loading of virtual machines and implementation of source level
debuggers.
- Formulation of new domain-oriented approaches towards the rapid development of programming languages
in a way that their source code compiles as pure C++ code, while incorporating instrumentation of execution
tracing and visualization.
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Outcomes
- The 'Language in a Language' suite. A set of languages rapidly implemented to compile as
C++, using advanced techniques for syntactic pattern emulation, including execution tracing and visualization
tools. The languages are:
- The FLIP language (2005): imperative programming language for introduction to
programming compiling as C++ code.
Download FLIP's source. (.zip file, 9.77 Mb)
- The JET language (2005): an assembly language compiling as C++ code.
Includes tracing and visualization tools.
Download JET's source. (.zip file, 4.47 Mb)
- The LEAF language (2006): a functional programming language with lambda
functions, closures, and lazy evaluation.
Download LEAF's source. (.zip file, 1.45 MB)
- I-GET (2000): a language-based User Interface Management System, offering the I–GET
language supporting: multi–toolkit integration, hierarchical dialogue agent classes with declarative
activation, constraints, monitors, event handler classes, virtual object classes, hooks and bridges with
the C++ languages, typed channels and shared objects for linkage with the function core. The compiler
generates code in the C++ language.You may freely download the source code (Windows, VS 2005 version) of I-GET (compiler, runtime, win server,examples) - the code is offered 'as it is'with no particular support.
- DELTA (2004- on going): named from 'Dynamic Embeddable Language for Extending Applications', supporting dynamic untyped object-based inheritance, garbage collection, and dynamic operator overloading, compiles to byte code and supports dynamic code loading and execution as independent virtual machines.
- Sparrow (2007-on going): It is the Integrated Development Environment (IDE) of the Delta language, supporting extensibility in Delta (circularity) and remote deployment as a component enabling domain-specific utilisation (as in games). It includes the project manager, syntax directed editor, source level debugger with advanced tree views for watches, while it supports adaptive user profiles. Download Sparrow Installer. (.exe file, 11 MB, latest November 24, 2010)
- DMSL (2003): a decision making specification language to define the runtime system
adaptation logic, with its compiler and execution system, supporting localized named decision blocks,
deployment parameters with stereotypes (macros).
- Flying Circus: A tool for visual prototyping of software designs based on CRC cards (Classes Responsibilities Collaborators) offering: 3d visualizations with zooming and panning, rotational inspection and 3d manipulators, with optional immersive navigation through stereoscopic views. Download the tool (including source code).
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