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Final Program

SOCIAL DINNER is taking place at the Parmigiano Reggiano Restaurant at FICO EATALY at 8pm (29-Nov-2018).

In order to get there, you need to take the FICOBUS shuttle bus, which leaves from outside of the Bologna Centrale Railway Station, it is the F line. The shuttle runs every 30 minutes and the journey is approximately 20-30 minutes. Therefore, please allow for enough time to reach the restaurant by 8pm. Reaching FICO early gives you the opportunity to explore the agro-food park  before the dinner. Tickets for the shuttle bus are distributed at the registration desk. The last bus leaves FICO at 11pm.

Wednesday 28

08:30 – 09:00: Registration

09:00 – 09:10: Welcome

09:10 – 10:30: Session #1: OPEN CHALLENGES IN ONLINE SOCIAL NETWORKS

10:30 – 11:00: Coffee break

11:00 – 13:00: Session #2: WELL-BEING FOR FRAGILE PEOPLE

13:00 – 14:00: Lunch

14:00 – 15:00: Keynote speech (Prof. Claudio Palazzi)

15:00 – 16:20: Session #3: BLOCKCHAIN, SECURITY AND PRIVACY

16:20 – 16:50: Coffee break

16:50 – 18:30: Session #4: TECHNOLOGY AND EDUCATION

Thursday 29

08:30 – 09:00: Registration

09:00 – 09:10: Welcome from ViceRector Prof.ssa Paola Salomoni

09:10 – 10:30: Session #5: TECHNOLOGY FOR CULTURAL HERITAGE

10:30 – 11:00: Coffee break

11:00 – 12:40: Session #6: SERIOUS GAMES TO IMPROVE QUALITY OF LIFE (I)

12:40 – 14:00: Lunch

14:00 – 15:00: Keynote speech (Prof. Rita Tse)

15:00 – 15:30: Coffee break

15:30 – 17:10: Session #7: SERIOUS GAMES TO IMPROVE QUALITY OF LIFE (II)

17:10 – 18:10: Session #8: Poster session

20:00: Social Dinner – FICO EATALY – Parmigiano Reggiano Restaurant

Friday 30

08:30 – 09:00: Registration

09:00 – 10:40: Session #9: TECHNOLOGY FOR THE HEALTH

10:40 – 11:10: Coffee break

11:10 – 12:50: Session #10: TECHNOLOGY FOR A BETTER LIVING

12:50 – 14:00: Lunch

14:00 – 15:20: Session #11: TECHNOLOGY FOR THE PEOPLE (I)

15:20 – 15:50: Coffee break

15:50 – 17:10: Session #4: TECHNOLOGY FOR THE PEOPLE (II)

17:10 – 17:30: Best paper announcement

Session #1 – Wednesday 28 – 09:10 – 10:30

OPEN CHALLENGES IN ONLINE SOCIAL NETWORKS

Chair: Barbara Guidi, University of Pisa

1. Image-Based Hoax Detection

2. Studying micro-communities in Facebook Communities

3. Twitter: temporal events analysis

4. Towards an Open and Heterogeneous Social Web

Session #2 – Wednesday 28 – 11:00 – 13:00

WELL-BEING FOR FRAGILE PEOPLE

Chair: Sara Comai, Politecnico di Milano

1. CLONE: a Promising System for the Remote Monitoring of Alzheimer’s Patients

2. Non-invasive monitoring system to detect sitting people

3. Do you like my outfit? Cromnia, a mobile assistant for blind users

4. Accessible Tourism for Users with Hearing Loss

5. How to measure the impact of assistive technology solutions on the person’s quality of life?

6. Identifying Elderly with Poor Sleep Quality using Unobtrusive In-home Sensors for Early Intervention

Session #3 – Wednesday 28 – 15:00 – 16:20

BLOCKCHAIN, SECURITY AND PRIVACY

Chair: Kevin Bouchard, Université du Québec à Chicoutimi, Canada

1. Back To The Basics: Security of Software Downloads for Smart Objects

2. Enabling Privacy with Transfer Learning for Image Classification DNNs on Mobile Devices

3. Blockchain for social good: a quantitative analysis

4. Transparent Protection of Aggregate Computations from Byzantine Behaviours via Blockchain

Session #4 – Wednesday 28 – 16:50 – 18:30

TECHNOLOGY AND EDUCATION

Chair: Silvia Mirri, University of Bologna

1. UniBS4All: A Mobile Application for Accessible Wayfinding and Navigation in an Urban University Campus

2. ONELab: Online Education with Minimal Human Supervision

3. Extracting Learning Outcomes Using Machine Learning and White Space Analysis

4. Designing Eco-Feedback Systems for a University Campus

5. User-centred design, participatory methodology and incidental learning of language-culture: how to test the effectiveness of this approach? The case study of the UniOn app

Session #5 – Thursday 29 – 09:10 – 10:30

TECHNOLOGY FOR CULTURAL HERITAGE

Chair: Silvia Mirri, University of Bologna

1. SACHER Project. A Cloud Platform and Integrated Services for Cultural Heritage and for Restoration

2. Monitoring cultural heritage buildings via low-cost edge computing/sensing platforms: the Biblioteca Joanina de Coimbra case study

3. Design and Evaluation of an Interactive Art Installation to Introduce ‘de novo’ Mutations to Different Audiences: “Music Within” Project

4. Towards Tweet Content Suggestions for Museum Media Managers

Session #6 – Thursday 29 – 11:00 – 12:40

SERIOUS GAMES TO IMPROVE QUALITY OF LIFE (I)

Chair: Ombretta Gaggi, University of Padua

1. Evaluating a multi-avatar game for speech therapy applications

2. Motivating Adults with Developmental Disabilities to Perform Motor Coordination Exercises using Exergames

3. A Planning-Based Serious Game for Cognitive Rehabilitation in Multiple Sclerosis

4. The “Good or Bad?” Game: Stimulating Listening Skills through Playful Engagement

5. Design and evaluation of an exergame for motor-cognitive training and fall prevention in older adults

Session #7 – Thursday 29 – 15:30 – 17:10

SERIOUS GAMES TO IMPROVE QUALITY OF LIFE (II)

Chair: Ombretta Gaggi, University of Padua

1. Designing a platform for child rehabilitation exergames based on interactive sonification of motor behavior

2. Maximizing Player Engagement in Global Warming Sensitization Video Game Through Reinforcement Learning

3. Eating Pizza to learn fractions

4. Using Game Technology to Automatize Neuropsychological Tests and Research in Active Aging

5. On assessing the accuracy of air pollution models exploiting a strategic sensors deployment

Session #8 – Thursday 29 – 17:10 – 18:10

POSTERS SESSION

Chair: Manuela Montangero, University of Modena and Reggio Emilia

1. Automatic processing and classification of citizens’ reports

2. Assistive Technologies to Support Distance Learning for Students with Disabilities

3. Machine Learning in Assistive Technology: a Solution for People with Dysarthria

4. A Dietary Consultation System using Semantic Rules and Reasoning Based Approach

5. How to simplify human-machine interaction: A text complexity calculator and a smart spelling corrector

6. An Immersive Design Environement for Performance-based Architectural Design: A BIM-based approach

Session #9 – Friday 30 – 09:00 – 10:40

TECHNOLOGY FOR THE HEALTH

Chair: Fabio Salice, Politecnico di Milano

1. Automated Extraction of Symptoms related to Rare Diseases from Scientific Publications

2. Technology and Aging: Users’ Preferences in Wearable Sensor Networks

3. Preliminary design of a wearable system to increase adherence to rehabilitation programmes in acute Cruciate Ligament (CL) rupture

4. Machine Learning Approach for Pre-Eclampsia Risk Factors Association

5. Users requirements in the design of a personal agent for elderly with dementia and their carers

Session #10 – Friday 30 – 11:10 – 12:50

TECHNOLOGY FOR A BETTER LIVING

Chair: Marco Furini, University of Modena and Reggio Emilia

1. IoT and Data Visualization to Enhance Hyperlocal Data in a Smart Campus Context

2. Intelligent machines for good? More focus on the context

3. Design and Development of a Linked Open Data-Based Web Portal for Sharing IoT Health and Fitness Datasets

4. A semantic event approach to enrich device-free indoor localization data

5. Adaptive Deployment of Software in Smart-City

Session #11 – Friday 30 – 14:00 – 15:20

TECHNOLOGY FOR THE PEOPLE (I)

Chair: Kevin Bouchard, Université du Québec à Chicoutimi, Canada

1. A LoRa enabled sustainable messaging system for isolated communities

2. Social technologies for the workplace: metrics proposal for adoption assessment

3. AlmaWorld: Data Visualization to Support International Research Collaborations

4. Designing Out Stereotypes in Artificial Intelligence: Involving users in the personality design of a digital assistant

Session #12 – Friday 30 – 15:50 – 17:10

TECHNOLOGY FOR THE PEOPLE (II)

Chair: Pietro Manzoni, Universitat Politècnica de Valéncia

1. Towards a mobile serious game environment for children self-learning

2. A Web Application for Reading and Attentional Assessments

3. An Android application for helping in the identification of Children with Reading Difficulties

4. Software and Hardware Setup for Emotion Recognition During Video Game Fruition

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