3. THE PROJECT

June 30, 2016

Through AMANDA the real world is combined with a virtual and augmented reality one and with gamification, personalization and dynamic features we offer a holistic solution to the problems of detection and intervention in bullying.

  1. For the detection stage, the user enters rooms that contain both general and bullying-related emotional material.
    By monitoring biometrics and behavioral data, the system estimated the user’s behavior vector.
    Consequently, the space is modified dynamically in order to adapt to the user’s exclusive characteristics.
    But how does that work?
  2.  By using a behavioral model which receives as input: biometrics from the real world and behavioral data from the virtual world,
    which are sent to Azure in real-time and with Azure Machine Learning the behavioral vector is estimated.
  3. When it comes to intervention, depending on the behavioral characteristics from before, the virtual world is shaped with interactive material,
    which, according to neuroscience, can affect positively the user’s behavior.
    Moving on, for a deeper understanting of this experience, the user enters an augmented space,
    while carrying the memories of his experience away from the virtual world, into the real one.

For the development of AMANDA we used state-of-the-art technology and also developed hybrid technologies
so as to take advantage of their best features. 

AMANDA PROMO VIDEO

The post-graduate student at the University Rovira i Virgili in Spain, and graduate of English Literature in Aristotle University of Thessaloniki in Greece, Despina Schina created this video as a project for a course in her master's program "e-Learning and Knowledge Management".