Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

Please note that the conference timezone is UTC+02.00 (Greece).

Only Sessions at Location/Venue 
Session Overview
A10: Mobile Applications II
Friday, 05/Nov/2021:
6:00pm - 7:30pm

Session Chair: Christos Douligeris, University of Piraeus
Virtual location: Zoom Room A

Show help for 'Increase or decrease the abstract text size'

A Virtual Reality Prototype for the VISIR Remote Lab

Christian Kreiter, Daniel Cosic, Thomas Klinger

Carinthia University of Applied Sciences, Austria

The remote laboratory project Virtual Instrument Systems In Reality (VISIR) was launched in 2006 and since then it has been installed in approximately 20 institutions around the world. At the beginning, the web user interface was created with Adobe Flash and later ported to HTML5. The 2D interface lets users add components and wires to a virtual breadboard and take measurements with virtual instruments like DC power supply, function generator, multimeter and oscilloscope. In the recent years new developments in virtual reality made devices affordable for use at home and, besides gaming, other fields of use such as educational training emerged. This paper focuses on the development of a VR client prototype for the VISIR laboratory. It covers the necessary software for development, the game concept, user interactions and input, the transformation of components from the VISIR HTML client to VR and the considerations behind it. Finally, it gives an outlook on future steps.

Customer Journey: Applications of AI & Machine Learning in E-Commerce

Alexandros I. Metsai1, Irene-Maria Tabakis1, Konstantinos Karamitsios1, Konstantinos Kotrotsios1, Periklis Chatzimisios2, George Stalidis2, Kostas Goulianas2

1My Company Projects O.E., Thessaloniki, Greece; 2International Hellenic University, Thessaloniki, Greece

In the past decade, ownership and usage of mobile devices has grown in a rapid manner, with users putting trust into these devices for online purchases. Corporations like Booking are reporting a higher number of interactions through mobile devices than on desktops, making these an important medium for online advertising and recommendations used by e-commerce applications. Coupled with the recent advances in artificial intelligence systems and machine learning algorithms, we aim to explore how these developments in the field affect the customer’s journey, taking into account the aforementioned trends, as well as the personal user data that these may require to provide proper results. In this manner, we conduct a systematic literature review, using a transparent and thorough process for searching and analysing the recent bibliography, over the last couple of years, focused on intelligent applications in the customer journey.

Experiment-supported Mobile Application For Monitoring Human Activities Using Neural Networks

Andreea-Mihaela Calin, Marian Alexandru, Dan Nicula

Transilvania University of Brasov, Romania

In this paper, we propose the implementation of a smart system which is able to recognize and monitor human’s activities. The system is easy to use and it can run on any type of smartphone which uses Android OS. The mobile application determines what activity is performed by a person and saves it into an internal database. The database inputs are used to create statistics. In statistics, the users are able to check the records of their daily activities. Our mobile application can detect 4 types of activities. For determining these activities, we used AI software implemented in PyTorch. The AI inputs consist in coordinates read from the smartphone’s accelerometer. To evaluate the performance, the neural network was tested in 2 different modes: using a testing set and when it is part of the mobile application (someone performs an activity and the application detects it). When the neural network was tested using a test dataset, we obtained 88% accuracy and when the neural network was tested using the smartphone, it detected correct 92% of activities performed by a person (the person had the smartphone in his/her pocket).

Mobile Simulation Game for Learning Theory of Constraints Fundamentals

Igor Miladinovic, Sigrid Schefer-Wenzl

University of Applied Sciences Campus Vienna, Austria

Complex problem solving skills are increasingly important for engineering graduates, as they have to manage more and more complex problems in their work environments. To prepare students for this development, we integrated a complex problem solving course in our Master study program "Software Design and Engineering", which is based on Theory of Constraints by Goldratt. One of the main challenges we faced is to motivate engineering students for a non-engineering topic. To address this issue, we applied a game-based learning approach to teach the fundamentals of the Theory of Constraints, with a dice game as a central element. In this paper, we present a digital mobile version of this game and discuss its potential benefits for students.

Multidisciplinary Problem-based Learning (MPBL) Approach in Undergraduate Programs

Amin Reza Rajabzadeh, Moein Mehrtash, Seshasai Srinivasan

McMaster University, Canada

In the 21st century, education is about training graduates with a variety of competencies and reducing the gap between the classroom and the real-world environment via professional practice and simulating a work environment in the curriculum. In this paper, the authors explore the pedagogical benefits of implementing multidisciplinary open-ended research-based projects in an undergraduate curriculum to improve students' understanding of the concepts and develop meta-skills. Specifically, this paper discusses how such projects could facilitate experiential learning by providing students with an opportunity to actively participate in real-world research projects that are multidisciplinary in nature. The proposed project is a typical real-world problem that draws on competencies from various disciplines. The authors' goal is to develop deep content knowledge, foster critical thinking, engage in collaboration, and promote creativity and communication skills. Such meta-skills are a crucial component to succeed in today's workplace. The other significant objective of this new teaching and learning methodology is to support collaborative and concurrent competency by involving students with various backgrounds working on multidisciplinary projects.

Work-in-Progress: Carpal Tunnel Syndrome Rehabilitation: An Approach Using Smartphone

Karina Vergara Reyes, Pablo Rojas Valdes, Felipe Besoain Pino, Karin Saavedra Redlich

Universidad de Talca, Chile

Since its conception, mobile phones have evolved with the incorporation of new functions, making them smarter.

Smartphones have adapted their own behavior according to the environment in which they are, whether due to their location, proximity to objects or user characteristics.The incorporation of sensors has given telephones the context aware and any parameter or state that can be sensed can improve this knowledge.

The purpose of this work is to demonstrate that it is possible to use the smartphone, through a mobile application, to obtain relevant information to monitor the movement corresponding to CTS rehabilitation exercises, using the built-in accelerometer, and if it is present, gyroscope and magnetometer and thus support in the rehabilitation process. In this way, helping people to complete their therapies at home, maintaining an online history so that the health professional is aware of the progress. Also, motivate patients to perform their therapies, guiding them interactively in the execution of exercises and avoiding erroneous movements that may worsen the condition.

Contact and Legal Notice · Contact Address:
Privacy Statement · Conference: IMCL2021
Conference Software - ConfTool Pro 2.6.142+TC
© 2001–2022 by Dr. H. Weinreich, Hamburg, Germany