Publications


Designing Games for Children with developmental disabilities in Ambient Intelligence Environments

Ioannidi, D., Zidianakis, E., Antona, M., & Stephanidis, C. (2016) Designing Games for Children with developmental disabilities in Ambient Intelligence Environments International Journal of Child-Computer Interaction.

The farm game: A game designed to follow children’s playing maturity

Zidianakis, E., Stratigi, K., Ioannidi, D., Partarakis, N., Antona, M., & Stephanidis, C. (2016) The farm game: A game designed to follow children’s playing maturity In the Proceedings of the 5th EAI International Conference: ArtsIT, Interactivity & Game Creation (ArtsIT 2016), Esbjerg, Denmark, 2-3 May.

3D Vizualization of Large Scale Data Centres

Drossis, G., Birliraki, C., Patsiouras, N., Margetis, G., & Stephanidis, C. (2016) 3D Vizualization of Large Scale Data Centres In J. Cardoso, D. Ferguson, V.M. Muñoz & M. Helfert (Eds.), Proceedings of the 6th International Conference on Cloud Computing and Services Science (CLOSER 2016), Rome, Italy, 23-25 April (Vol. 1, pp. 388-395). Portugal: SCITEPRESS.

Abstract

This paper reports on ongoing work regarding interactive 3D visualization of large scale data centres in the context of Big Data and data centre infrastructure management. The proposed approach renders a virtual area of real data centres preserving the actual arrangement of their servers and visualizes their current state while it notifies users for potential server anomalies. The visualization includes several condition indicators, updated in real time, as well as a color-coding scheme for the current servers’ condition referring to a scale from normal to critical. Furthermore, the system supports on demand exploration of an individual server providing detailed information about its condition, for a specific timespan, combining historical analysis of previous values and the prediction of potential future state. Additionally, natural interaction through hand-gestures is supported for 3D navigation and item selection, based on a computer-vision approach.

Adaptation and content personalization in the context of multi user museum exhibits

Partarakis, N., Antona, M., Zidianakis, E., & Stephanidis, C (2016) Adaptation and content personalization in the context of multi user museum exhibits In B.N. De Carolis, C. Gena, T. Kuflik, & F. Nunnari (Eds.), Proceedings of the 1st Workshop on Advanced Visual Interfaces for Cultural Heritage (AVI*CH 2016), Bari, Italy, 7-10 June. Published by: CEUR-WS (Vol. 1621).

Abstract

Adaptation and content personalization in the context of multi user museum exhibits Conference Paper · June 2016 with 2 Reads Conference: 1st Workshop on Advanced Visual Interfaces for Cultural Heritage co-located with the International Working Conference on Advanced Visual Interfaces (AVI 2016), At Bari, Italy 1st Nikolaos Partarakis 4.18 · Foundation for Research and Technology - Hellas 2nd Margherita Antona 15.64 · Foundation for Research and Technology - Hellas 3rd Emmanouil Zidianakis 1.71 · Foundation for Research and Technology - Hellas 4th Constantine Stephanidis Abstract Two dimensional paintings are exhibited in museums and art galleries in the same manner since at least three centuries. However, the emergence of novel interaction techniques and metaphors provides the opportunity to change this status quo, by supporting mixing physical and digital Cultural Heritage experiences. This paper presents the design and implementation of a technological framework based on Ambient Intelligence to enhance visitor experiences within Cultural Heritage Institutions (CHIs) by augmenting two dimensional paintings. Among the major contributions of this research work is the support of personalized multi user access to exhibits, facilitating also adaptation mechanisms for altering the interaction style and content to the requirements of each CHI visitor. A standards compliant knowledge representation and the appropriate authoring tools guarantee the effective integration of this approach to the CHI context.

Turning an electric cargo vehicle into a portable interactive information kiosk

Zidianakis, E., Margetis, G., Paparoulis, S., Toutountzis, T., Stratigi, K., Paparoulis, G., & Stephanidis, C. (2016) Turning an electric cargo vehicle into a portable interactive information kiosk In C. Stephanidis (Ed.), HCI International 2016 - Posters' Extended Abstracts, Part II, Volume 28 of the combined Proceedings of HCI International 2016 (18th International Conference on Human-Computer Interaction), Toronto, Canada, 17-22 July, pp. 463–469. Berlin Heidelberg: Communications in Computer and Information Science (CCIS 618).

Abstract

This paper presents the conversion of an electric cargo vehicle into a portable platform for interacting with information applications. The cargo vehicle hosts 2 seats for the driver and 1 extra passenger, and 3 interactive systems installed at the cargo’s right, left and back exterior side. The vehicle is intended to follow predefined routes from central ports to the nearest city center, making long term stops. During stops, embedded interactive systems entertain and provide visitors and other passersby with information of local interest. This papers focuses on the vehicle’s conversion process, from the installation of the necessary hardware components needed by the interactive systems to the development of a portable control panel designed to address the driver’s needs.

Enhancing the Customers' Experience using an Augmented Reality Mirror

Birliraki, C., Margetis, G., Patsiouras, N., Drossis, G., & Stephanidis, C. (2016) Enhancing the Customers' Experience using an Augmented Reality Mirror In C. Stephanidis (Ed.), HCI International 2016 - Posters' Extended Abstracts,Part II, Volume 28 of the combined Proceedings of HCI International 2016 (18th International Conference on Human-Computer Interaction), Toronto, Canada, 17-22 July, pp. 479-484. Berlin Heidelberg: Communications in Computer and Information Science (CCIS 618).

Abstract

Augmented reality fitting rooms enrich customers’ experience and expedite the shopping procedure. This paper presents an Augmented Reality (AR) mirror which provides motion-based interaction to the users and suggests various outfits. The proposed system can be easily installed inside or at the window of a retail shop, enabling the users to stand in front of it and see themselves wearing clothes that the system suggests while they are able to naturally interact with the system remotely, using gestures, in order to like or dislike the recommended outfit. The users can also choose to post photos wearing the proposed clothes on their social media accounts, as well as to buy the clothes either directly from the store or on-line.

Enhancing education through natural interaction with physical paper

G. Margetis, X. Zabulis, S. Ntoa, P. Koutlemanis, E. Papadaki, M. Antona, C. Stephanidis (2015) Enhancing education through natural interaction with physical paper Universal Access in the Information Society, Special Issue on “User Experience and Access using Augmented and Multimedia Technologies”, (pp. 427-447)

Abstract

Pervasive computing environments have permeated current research and practice, unobtrusively augmenting existing environments with digital content. The present work, following a pervasive computing approach, proposes a framework to augment an educational environment, being a typical classroom or any studying environment. In this context, the work presented in this paper investigates unobtrusive interaction and support of active educational or studying activities through appropriate context-sensitive information. To this end, passive visual sensing is employed in order to unobtrusively perceive the current context and users’ actions, thus providing novel ways to implement natural interaction. The suitability of the proposed interaction technologies and overall approach has been demonstrated through three interactive applications integrated in the framework, each one supporting different interaction techniques and addressing different educational activities. Finally, a user experience evaluation of the three test-bed applications has been carried out, aiming to assess the applicability of the approach and the suitability of each of the proposed technologies to the educational tasks in hand.

Modeling and Assessing Young Children Abilities and Development in Ambient Intelligence

Zidianakis, E., Ioannidi, D., Antona, M., & Stephanidis, C. (2015) Modeling and Assessing Young Children Abilities and Development in Ambient Intelligence In European Conference on Ambient Intelligence (pp. 17-33). Springer International Publishing.

Employing ambient intelligence technologies to adapt games to children’s playing maturity

Zidianakis, E., Zidianaki, I., Ioannidi, D., Partarakis, N., Antona, M., Paparoulis, G., & Stephanidis, C. (2015) Employing ambient intelligence technologies to adapt games to children’s playing maturity In International Conference on Universal Access in Human-Computer Interaction (pp. 577-589). Springer International Publishing.

Traditional Painting Revised: The Ambient Intelligence Approach to Creativity

Nikolaos Partarakis, Margherita Antona, Emmanouel Zidianakis, Panagiotis Koutlemanis, Constantine Stephanidis (2015) Traditional Painting Revised: The Ambient Intelligence Approach to Creativity In A. L. Brooks, E. Ayiter & O. Yazicigil (Eds.), Proceedings of the 4th International Conference on Arts and Technology (ArtsIT 2014), Istanbul, Turkey, 10-12 November (pp. 45-53). Switzerland: Springer

Abstract

Today, many forms of art are influenced by the emergence of interactive technologies, including the mixing of physical media with digital technology for forming new hybrid works of art and the usage of mobile phones to create art projected on public spaces. Many artists and painters use digital technology to augment their work technically and creatively. In the same context many believe that the time of transition from traditional analogue art to postmodern digital art, that is, to an art grounded in codes rather than images has arrived. The research work described in this paper contributes towards supporting, through the use of Ambient Intelligence technologies, traditional painters’ creativity, as well as methods and techniques of art masters. The paper presents the design and implementation of an intelligent environment and its software infrastructure, to form a digitally augmented Art Workshop. Its practical exploitation was conducted in an Ambient Intelligence (AmI) simulation space and four feasibility studies were conducted. In each of these studies an oil painting was created following an alternative, yet accredited by artists, approach.

A Framework for Supporting Natural Interaction with Printed Matter in Ambient Intelligence Environments

Margetis, G., Antona, M., & Stephanidis, C. (2015) A Framework for Supporting Natural Interaction with Printed Matter in Ambient Intelligence Environments In the Proceedings of the 5th International Conference on Ambient Computing, Applications, Services and Technologies (AMBIENT 2015), Nice, France, 19-24 July (pp. 72-78). USA: IARIA XPS Press.

Analysis and Design of Three Multimodal Interactive Systems to Support the Everyday Needs of Children with Cognitive Impairments

Ntoa, S., Leonidis, A., Korozi, M., Papadaki, E., Margetis, G., Antona, M., & Stephanidis, C. (2015) Analysis and Design of Three Multimodal Interactive Systems to Support the Everyday Needs of Children with Cognitive Impairments In M. Antona & C. Stephanidis (Eds.), Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being – Volume 9 of the combined Proceedings of the 17th International Conference on Human-Computer Interaction (HCI International 2015), Los Angeles, CA, USA, 2-7 August, pp. 637-648. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer

Abstract

The autonomy and independence of users with cognitive impairments can be fostered through cognitive technologies. The use of traditional computer interfaces has however proved to be difficult for these users. This paper proposes three innovative systems to train children with cognitive impairments in three fundamental everyday life activities: (a) familiarizing with the home environments, its objects and activities; (b) learning about money and practicing shopping skills; and (c) learning how to prepare and cook simple meals. All three systems feature multimodal interaction and support multimedia output.

Enabling Programmability of Smart Learning Environments by Teachers

Leonidis, A., Antona, M., & Stephanidis, C. (2015) Enabling Programmability of Smart Learning Environments by Teachers In N. Streitz & P. Markopoulos (Eds.), Distributed, Ambient, and Pervasive Interactions – Volume 21 of the combined Proceedings of the 17th International Conference on Human-Computer Interaction (HCI International 2015), Los Angeles, CA, USA, 2-7 August, pp. 62-73. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer

Abstract

The evolution of Information Technology (IT) and the emergence of the Ambient Intelligence paradigm have drastically affected the way users live and learn. Ambient Intelligence is a vision of the future that offers great opportunities to enrich everyday activities (e.g., on the road, at home, at work, etc.) and has been proven to play an important role in education. In smart learning environments, learning activities are enhanced with the use of pervasive and mobile computing. This paper presents an extensible software infrastructure that empowers teachers to design and program purposeful and engaging learning activities for formal and informal learning environments, by combining and orchestrating cloud-based, ambient and pervasive facilities and services.

Immersing Users in Landscapes Using Large Scale Displays in Public Spaces

Drossis, G., Ntelidakis, A., Grammenos, D., Zabulis, X., & Stephanidis, C. (2015) Immersing Users in Landscapes Using Large Scale Displays in Public Spaces In N. Streitz & P. Markopoulos (Eds.), Distributed, Ambient, and Pervasive Interactions – Volume 21 of the combined Proceedings of the 17th International Conference on Human-Computer Interaction (HCI International 2015), Los Angeles, CA, USA, 2-7 August, pp. 152-162. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer

Abstract

This paper reports on the design and implementation of BeThereNow, a public interactive information system where users are depicted immersed in various sceneries. The work is focused on the domain of info-tainment in public spaces using large displays and aims on short-time usage. The implemented system employs a mixed reality application through which users are informed about different sceneries and also create personalized digital postcards. This process is accomplished using computer vision algorithms in order to depict users and objects, while removing the background of the scene. Finally, the lessons learned from the long-term deployment of the system out-in-the-wild are presented, providing an insight on the users’ actions and reactions and feedback on future research directions.

Employing Virtual Humans for Interaction, Assistance and Information Provision in Ambient Intelligence Environments

Birliraki, C., Grammenos, D., & Stephanidis, C. (2015) Employing Virtual Humans for Interaction, Assistance and Information Provision in Ambient Intelligence Environments In N. Streitz & P. Markopoulos (Eds.), Distributed, Ambient, and Pervasive Interactions – Volume 21 of the combined Proceedings of the 17th International Conference on Human-Computer Interaction (HCI International 2015), Los Angeles, CA, USA, 2-7 August, pp. 249-261. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer

Abstract

This paper reports on the design, development and evaluation of a framework which implements virtual humans for information provision. The framework can be used to create interactive multimedia information visualizations (e.g., images, text, audio, videos, 3D models) and provides a dynamic data modeling mechanism for storage and retrieval and implements communication through multimodal interaction techniques. The interaction may involve human-to-agent, agent-to-environment or agent-to-agent communication. The framework supports alternative roles for the virtual agents who may act as assistants for existing systems, standalone “applications” or even as integral parts of emerging smart environments. Finally, an evaluation study was conducted with the participation of 10 people to study the developed system in terms of usability and effectiveness, when it is employed as an assisting mechanism for another application. The evaluation results were highly positive and promising, confirming the system’s usability and encouraging further research in this area.

Art and Coffee in the Museum

Partarakis, N., Zidianakis, E., Antona, M., & Stephanidis, C. (2015) Art and Coffee in the Museum In N. Streitz & P. Markopoulos (Eds.), Distributed, Ambient, and Pervasive Interactions – Volume 21 of the combined Proceedings of the 17th International Conference on Human-Computer Interaction (HCI International 2015), Los Angeles, CA, USA, 2-7 August, pp. 370-381. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer

Abstract

Natural interaction refers to people interacting with technology as they are used to interact with the real world in everyday life, through gestures, expressions, movements, etc., and discovering the world by looking around and manipulating physical objects [16]. In the domain of cultural heritage research has been conducted in a number of directions including (a) Personalised Information in Museums, (b) Interactive Exhibits, (c) Interactive Games Installations in Museums, (d) Museum Mobile Applications, (e) Museums presence on the Web and (f) Museum Social Applications. Most museums target family groups and organize family-oriented events in their programs but how families choose to visit particular museums in response to their leisure needs has rarely been highlighted. This work exploits the possibility of extending the usage of AmI technology, and thus the user experience, within leisure spaces provided by museums such as cafeterias. The Museum Coffee Table is an augmented physical surface where physical objects can be used for accessing information about artists and their creations. At the same entertainment for children is facilitated through the integration of popular games on the surface. As a result, the entire family can seat around the table, drink coffee and complete their visit to the museum acquiring additional knowledge and playing games.

Recognition of Simple Head Gestures Based on Head Pose Estimation Analysis

Galanakis, G., Katsifarakis, P., Zabulis, X., & Adami, I. (2014) Recognition of Simple Head Gestures Based on Head Pose Estimation Analysis In M. Weyn & I. Evgeniev (Eds.), Proceedings of The Fourth International Conference on Ambient Computing, Applications, Services and Technologies (AMBIENT 2014), Rome, Italy, 24-28 August 2014 (pp. 88-96).

Abstract

A recognition method for simple gestures is proposed and evaluated. Such gestures are of interest as they are the primitive elements of more complex gestures utilized in natural communication and human computer interaction. The input to the recognition method is obtained from a head tracker that is based on images acquired from a depth camera. Candidate gestures are detected within continuous head motion and recognized, acknowledging that head pose estimates might be inaccurate. The proposed method is evaluated within the context of human-computer dialog.The reported results show that the proposed approach yields competitive recognition results to state of-the-art approaches.

Tracking persons using a network of RGBD cameras

Galanakis, G., Zabulis, X., Koutlemanis, P., Paparoulis, S., & Kouroumalis, V. (2014) Tracking persons using a network of RGBD cameras In the Proceedings of the 7th ACM International Conference on PErvasive Technologies Related to Assistive Environments (PETRA 2014), Rhodes, Greece, 27-30 May.

Abstract

A computer vision system that employs an RGBD camera network to track multiple humans is presented. The acquired views are used to volumetrically and photometrically reconstruct and track the humans robustly and in real time. Given the frequent and accurate monitoring of humans in space and time, their locations and walk-through trajectory can be robustly tracked in real-time.

Public Systems Supporting Noninstrumented Body-Based Interaction

Grammenos, D., Drossis, G., and Zabulis, X. (2014) Public Systems Supporting Noninstrumented Body-Based Interaction In A. Nijholt (Ed.), Playful User Interfaces (Interfaces that Invite Social and Physical Interaction: Gaming Media and Social Effects series), (pp. 25-45). Singapore: Springer

Abstract

Body-based interaction constitutes a very intuitive way for humans to communicate with their environment but also among themselves. Nowadays, various technological solutions allow for fast and robust, noninstrumented body tracking at various levels of granularity and sophistication. This chapter studies three distinct cases showcasing different representative approaches of employing body-based interaction for the creation of public systems, in two application domains: culture and marketing. The first case is a room-sized exhibit at an archaeological museum, where multiple visitors concurrently interact with a large wall projection through their position in space, as well as through the path they follow. The second example is an ‘‘advergame’’ used as a means of enhancing the outdoor advertising campaign of a food company. In this case, players interact with the wall-projected game world through a virtual, two-dimensional shadow of their body. Finally, the third case presents a public system for exploring timelines in both two and three dimensions that supports detailed body tracking in combination with single-hand, two-hands, and leg gestures. Design considerations are provided for each case, including related benefits and shortcomings. Additionally, findings stemming from user-based evaluations and field observations on the actual use of these systems are presented, along with pointers to potential improvements and upcoming challenges.

Building a sensory infrastructure to support interaction and monitoring in ambient intelligence environments

Zidianakis, E., Partarakis, N., Antona, M., & Stephanidis, C. (2014) Building a sensory infrastructure to support interaction and monitoring in ambient intelligence environments In International Conference on Distributed, Ambient, and Pervasive Interactions (pp. 519-529). Springer International Publishing.

A cross-platform, remotely-controlled mobile avatar simulation framework for AmI environments

Zidianakis, E., Papagiannakis, G., & Stephanidis, C. (2014) A cross-platform, remotely-controlled mobile avatar simulation framework for AmI environments In SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications (p. 12). ACM.

Augmented interaction with physical books in an Ambient Intelligence learning environment

Margetis, G., Zabulis, X., Koutlemanis, P., Antona, M., and Stephanidis, C (2013) Augmented interaction with physical books in an Ambient Intelligence learning environment Multimedia Tools and Applications, 67 (2), 473-495.

Abstract

This paper presents an augmented reality environment for students' improved learning, which is based on unobtrusive monitoring of the natural reading and writing process. This environment, named SESIL, is able to perform recognition of book pages and of specific elements of interest within a page, as well as to perceive interaction with actual books and pens/pencils, without requiring any special interaction device. As a result, unobtrusive, context - aware student assistance can be provided. In this way, the learning process can be enhanced during reading with the retrieval and presentation of related material and, during writing, by the provision of assistance to accomplish writing tasks whenever appropriate. The SESIL environment is evaluated in terms of robustness, accuracy and usability.

Development of a Three-Dimensional Surface Imaging System for Melanocytic Skin Lesion Evaluation

Tosca, A., Kokolakis, A., Lasithiotakis, K., Zacharopoulos, A., Zabulis, X., Marnelakis, I., Ripoll, J., & Stephanidis, C (2013) Development of a Three-Dimensional Surface Imaging System for Melanocytic Skin Lesion Evaluation Journal of Biomedical Optics, 18 (1), 016009 (January 07, 2013).

Abstract

Even though surface morphology is always taken into account when assessing clinically pigmented skin lesions, it is not captured by most modern imaging systems using digital imaging. Our aim is to develop a novel three-dimensional (3D) imaging technique to record detailed information of the surface anatomy of melanocytic lesions that will enable improved classification through digital imaging. The apparatus consists of three high-resolution cameras, a light source, and accompanying software. Volume measurements of specific phantoms using volumetric tubes render slightly lower values than those obtained by our 3D imaging system (mean%±SD, 3.8%±0.98, P<0.05). To examine the reproducibility of the method, sequential imaging of melanocytic lesions is carried out. The mean%±SD differences of area, major axis length, volume, and maximum height are 2.1%±1.1, 0.9%±0.8, 3.8%±2.9, and 2.5%±3.5, respectively. Thirty melanocytic lesions are assessed, including common and dysplastic nevi and melanomas. There is a significant difference between nevi and melanomas in terms of variance in height and boundary asymmetry (P<0.001). Moreover, dysplastic nevi have significantly higher variances in pigment density values than common nevi (P<0.001). Preliminary data suggest that our instrument has great potential in the evaluation of the melanocytic lesions. However, these findings should be confirmed in larger-scale studies.

A Multimodal Ambient Intelligence Environment for Playful Learning

Papagiannakis, H., Antona, M., Ntoa, S., & Stephanidis, C (2013) A Multimodal Ambient Intelligence Environment for Playful Learning Journal of Universal Computer Science, special issue on “Towards Sustainable Computing through Ambient Intelligence”, 19 (17), 2617-2636.

Abstract

This paper reports the design, development and evaluation of a technological framework for learning applications, named AmI Playfield, aimed at creating challenging learning conditions through play and entertainment. AmI Playfield is an educative Ambient Intelligent (AmI) environment which emphasizes the use of kinesthetic and collaborative technology in a natural playful learning context and embodies performance measurement techniques. In order to test and assess AmI Playfield, the "Apple Hunt" application was developed, which engages (young) learners in arithmetic thinking through kinesthetic and collaborative play, observed by unobtrusive AmI technology behind the scene. "Apple Hunt" has been evaluated according to a combination of methodologies suitable for young testers, whereas Children Committees are introduced as a promising approach to evaluation with children. The obtained results demonstrate the system's high potential to generate thinking and fun, deriving from the learners' full-body kinesthetic play and team work.

An Intelligent Hotel Room

Leonidis, A., Korozi, M., Margetis, G., Grammenos, D., & Stephanidis, C (2013) An Intelligent Hotel Room In J.C. Augusto, R. Wichert, R. Collier, D. Keyson, A.A. Salah, & A-H. Tan (Eds.), Proceedings of the 4th International Joint Conference on Ambient Intelligence (AmI-2013), Dublin, Ireland, 3-5 December (pp. 241-246). Heidelberg, Germany: Springer (LNCS 8309).

Abstract

This paper presents an innovative application of ambient technology in the domain of tourism and leisure that aims to improve the quality of services offered by the hospitality industry. The main objective is to formulate an ambient ecosystem that observes its surroundings using non-invasive technology and adapts its behavior, in real-time, to deliver “intelligent” and personalized services to the occupants of a guest room. Towards that direction, the proposed system aims to leverage the disadvantages of being away from home and offer a unique user experience.

Programming Smart Object Federations for Simulating and Implementing Ambient Intelligence Scenarios

Georgalis, I., Tanaka, Y., Spyratos, N., & Stephanidis, C (2013) Programming Smart Object Federations for Simulating and Implementing Ambient Intelligence Scenarios In C. Benavente-Peces and J. Filipethe (Eds.), Proceedings of the 3rd International Conference on Pervasive and Embedded Computing and Communication Systems (PECCS 2013), ), Barcelona, Spain, 19-21 February (pp. 5-15). Portugal: SciTePress. [CD, ISBN: 978-989-8565-43-3] [BEST STUDENT PAPER AWARD]

Abstract

This paper leverages previous work on the concept of smart object federations and proposes a new dynamic programming language for implementing and simulating smart objects and their interactions. Following their description in the proposed programming language, smart objects can be fully simulated and used for describing ambient intelligence scenarios. In this context, the contributions of the paper are two-fold: (a) the introduction of a new programming language whose runtime semantics allows for a simple and effective description of smart objects, and (b) the description of meaningful interaction strategies, that are implemented in the proposed language, through which executable smart object federations can be used for simulating and implementing ambient intelligence scenarios.

AmI-RIA: Real-Time Teacher Assistance Tool for an Ambient Intelligence Classroom

Mathioudakis, G., Leonidis, A., Korozi, M., Margetis, G., Ntoa, S., Antona, M., & Stephanidis, C (2013) AmI-RIA: Real-Time Teacher Assistance Tool for an Ambient Intelligence Classroom In the Proceedings of the 5th International Conference on Mobile, Hybrid, and On-line Learning (eLmL 2013), Nice, France, February 24 - March 1 (pp. 37-42). France: IARIA.[BEST PAPER AWARD]

Abstract

This paper discusses a learner-centric approach towards supporting instructors on improving the learning process in ambient educational environments. The proposed system introduces an intelligent multi-agent infrastructure that monitors unobtrusively the students’ activities and notifies the teacher, in real-time, about potential learning weaknesses and pitfalls that need to be addressed. For that to be achieved several applications have been developed: (i) a real-time classroom activity visualizer, (ii) a behavioral reasoner that aims to identify common behaviors by analyzing classroom statistics records, and (iii) various mini-tools like the classroom attendance record, the schedule manager, etc. Following the system’s description, findings of the preliminary expert-based evaluation are presented and future extensions are proposed.

Mainstreaming Design for All in AmI Environments in a Dedicated Experimentation and Demonstration Facility

Antona, M., Klironomos, I., Margetis, G., Ntoa, S., & Stephanidis, C (2013) Mainstreaming Design for All in AmI Environments in a Dedicated Experimentation and Demonstration Facility In P. Encarnacao, L. Azevedo, G. Jan Gelderblom, A. Newell and N-E. Mathiassen (Eds.), Assistive Technology: From Research to Practice, Proceedings of the 12th European conference of the Association for the Advancement of Assistive Technology in Europe (AAATE 2013), Vilamoura, Algarve, Portugal (pp. 1114-1120). Amsterdam, Netherlands: IOS Press.

Abstract

This paper discusses the contribution of an Ambient Intelligence (AmI) facility towards adopting, promoting and mainstreaming Design for All principles and approaches. Design for All is fostered through the multidisciplinary approach that is adopted, the scientific exchange and experimentation actively engaging researchers, the capabilities offered by AmI environments towards supporting multimodal interaction and multimedia output, the actual involvement of representative users, as well as the networking activities that are ensued.

The book of Ellie: An interactive book for teaching the alphabet to children

Papadaki, E., Zabulis, X., Ntoa, S., Margetis, G., Koutlemanis, P., Karamaounas, P., & Stephanidis, C (2013) The book of Ellie: An interactive book for teaching the alphabet to children In the Proceedings of the 2013 IEEE International Conference on Multimedia and Expo Workshops (ICMEW 2013), San Jose, California, USA, 15-19 July (6 pages). NY, USA: IEEE.

Abstract

Augmented Reality environments have shown to be relevant and valuable in many instances of the educational process. Accounting for the advantages and conventional gains of learning through physical books and printed matter in general, this paper presents an approach towards augmenting both such media. This work has elementary school as a con-text and presents an approach towards augmenting a physical book and associated learning cards, with the purpose of providing a playful approach to learning the alphabet. The two principal activities involved in studying from an elementary school book are augmented: learning, during which the student receives information about letters, phonemes, and words, and practicing where questions are asked to the young student in order to consolidate the recently acquired knowledge. The proposed implementation is evaluated initially as to its performance and accuracy and then as to its usability and suitability for efficient and intuitive interaction.

Augmenting physical books towards education enhancement

Margetis, G., Ntelidakis, A., Zabulis, X., Ntoa, S., Koutlemanis, P., & Stephanidis, C (2013) Augmenting physical books towards education enhancement In the Proceedings of the 1st IEEE Workshop on User-Centred Computer Vision (UCCV 2013), Tampa, FL, USA, 16-18 January (pp. 43-49).

Abstract

This paper presents an interactive desk that augments physical books that are placed upon its surface with multimedia content and interactive applications. Such content is dynamically displayed in augmentation to the currently open page of the book, that is, aligned in realtime with its 2D orientation upon the desk. The rendered applications are controlled by the users with the use of a stylus, both through contact with the book or desk, as well as, through a small vocabulary of gestures performed with the stylus. The evaluation of the accuracy, robustness, and performance of the proposed computer vision modules supporting this interaction are reported through quantitative experiments. In addition, the system usability was validated and the suitability of educational applications was explored through pilot applications, which include music and digital animation on pages, content-based multimedia presentation, context-based online search, as well as, note-taking through handwriting.

Ambient Assisted Living for People with Motor Impairements

Adami, I., Antona, M., & Stephanidis, C (2013) Ambient Assisted Living for People with Motor Impairements In G. Kouroupetroglou (Ed.), Disability Informatics and Web Accessibility for Motor Limitations. (pp. 76-104). Hershey, PA, USA: IGI Global.

Abstract

The field of Ambient Assisted Living (AAL) has shown great potential in counteracting some of the effects of the worldwide population ageing phenomenon. Its main goal is to promote a safe, healthy, and functional living environment for the elderly and people with disabilities who wish to live independently in their home. To achieve this goal, AAL environments utilize Information and Communication Technologies (ICTs) and the emerging Ambient Intelligence (AmI) paradigm in order to provide sophisticated solutions that can support the needs of an elderly person or a person with disabilities, at home. This chapter will present examples of AAL environments found in research and academic literature and the solutions they offer to cater for the basic needs of people with motor impairments in order to support their independent living and quality of life. The challenges of using such technologies will also be discussed.

Comparative Evaluation among Diverse Interaction Techniques in Three Dimensional Environments

Drossis, G., Grammenos, D., Bouhli, M., Adami, I., & Stephanidis, C (2013) Comparative Evaluation among Diverse Interaction Techniques in Three Dimensional Environments In N. Streitz, & C. Stephanidis (Eds.), Distributed, Ambient and Pervasive Interactions – Volume 25 of the combined Proceedings of the 15th International Conference on Human-Computer Interaction (HCI International 2013), Las Vegas, Nevada, USA, 21 - 26 July, pp. 3-12. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer (LNCS 8028, ISBN: 978-3-642-39350-1).

Abstract

This paper reports on the results of a user-based evaluation that was conducted on a 3D virtual environment that supports diverse interaction techniques. More specifically, the interaction techniques that were evaluated were touch, gestures (hands and legs) and the use of a smart object. The goal of the experiment was to assess the effectiveness of each interaction modes as a means for the user to complete common tasks within the application. A comparison is attempted in order to provide an insight to the suitability of each technique and direct future research in the area.

Addressing Learning Disabilities in Ambient Intelligence Educational Environments

Ntoa, S., Antona, M., Margetis, G., & Stephanidis, C (2013) Addressing Learning Disabilities in Ambient Intelligence Educational Environments In C. Stephanidis & M. Antona (Eds.), Universal Access in Human-Computer Interaction: Applications and Services for Quality of Life (Part III) – Volume 8 of the combined Proceedings of the 15th International Conference on Human-Computer Interaction (HCI International 2013), Las Vegas, Nevada, USA, 21 - 26 July, pp. 231-240. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer (LNCS 8011, ISBN: 978-3-642-39193-4).

Abstract

Learning disabilities (LD) affect not only an individual’s academic skills, but also many aspects of life for a large population percentage. As a result, understanding individuals with learning disabilities and addressing their needs is an active topic of research, although it has been studied for several years. On the other hand, Ambient Intelligence (AmI) is an emerging field of research. AmI environments are claimed to be among other things sensitive, caring and adaptive to their inhabitants. In the context of education, AmI can adopt a student-centric approach and support the education activities that are taking place adapting to the individual learner’s needs. This paper proposes an approach for AmI educational environments to assist in identifying, monitoring, and providing adapted instruction to students with LDs.

MAGIC: Developing a Multimedia Gallery Supporting mid-Air Gesture-based Interaction and Control

Drossis, G., Grammenos, D., Birliraki, C., & Stephanidis, C (2013) MAGIC: Developing a Multimedia Gallery Supporting mid-Air Gesture-based Interaction and Control In C. Stephanidis (Ed.), HCI International 2013 - Posters' Extended Abstracts, Part I - Volume 28 of the combined Proceedings of HCI International 2013 (15th International Conference on Human-Computer Interaction), Las Vegas, Nevada, USA, 21-26 July, pp. 303-307. Berlin Heidelberg: Communications in Computer and Information Science (CCIS 373, 3SBN: 978-3-642-39472-0).

Abstract

Touchless remote interaction empowers users to interact with systems at a distance without the burden of actually coming to physical contact with any tangible object. The research presented in this paper focuses on motion-based interaction in public spaces through hand detection using Microsoft’s Kinect, in order to allow natural interaction in mid-air. The paper presents the development of a system that allows browsing and exploring large collections of multimedia information (images and videos).

A Museum Guide Application for Deployment on User-Owned Mobile Devices

Kapnas, G., Leonidis, A., Korozi, M., Ntoa, S., Margetis, G., & Stephanidis, C (2013) A Museum Guide Application for Deployment on User-Owned Mobile Devices In C. Stephanidis (Ed.), HCI International 2013 - Posters' Extended Abstracts, Part II - Volume 29 of the combined Proceedings of HCI International 2013 (15th International Conference on Human-Computer Interaction), Las Vegas, Nevada, USA, 21-26 July, pp. 253-257. Berlin Heidelberg: Communications in Computer and Information Science (CCIS 374, ISBN: 978-3-642-39475-1).

Abstract

This poster describes the design and development of a comprehensive Museum Tour Guide mobile application that can be installed on user-owned devices. The purpose of the application is to provide museum visitors with a device that can improve their experience through optimised planning of their visit and an always-available stream of information regarding the museum and its exhibits. The main goals, the design, as well as the implementation of the application are described and the main functions of the application are presented. Finally, conclusions are drawn and further development ideas are discussed.

iEat: An Interactive Table for Restaurant Customers’ Experience Enhancement

Margetis, G., Grammenos, D., Zabulis, X., & Stephanidis, C (2013) iEat: An Interactive Table for Restaurant Customers’ Experience Enhancement In C. Stephanidis (Ed.), HCI International 2013 - Posters' Extended Abstracts, Part II - Volume 29 of the combined Proceedings of HCI International 2013 (15th International Conference on Human-Computer Interaction), Las Vegas, Nevada, USA, 21-26 July, pp. 666-670. Berlin Heidelberg: Communications in Computer and Information Science (CCIS 374, ISBN: 978-3-642-39475-1).

Abstract

An active field of research today is the technological enrichment of everyday activities using augmented reality and ambient intelligence technologies. To this end, augmenting dinner tables is a challenging task, requiring a high-quality user experience unobtrusively supporting and enhancing the user’s main goal: eating and socializing. This work presents an augmented restaurant table, facilitating customers’ ordering and enhancing their experience through entertainment and socialization features, as well as through interaction with physical objects placed upon the table surface.

Designing a Technology-Augmented School Desk for the Future Classroom

Savvaki, C., Leonidis, A., Paparoulis, G., Antona, M., Stephanidis, C (2013) Designing a Technology-Augmented School Desk for the Future Classroom In C. Stephanidis (Ed.), HCI International 2013 - Posters' Extended Abstracts, Part II - Volume 29 of the combined Proceedings of HCI International 2013 (15th International Conference on Human-Computer Interaction), Las Vegas, Nevada, USA, 21-26 July, pp. 681-685. Berlin Heidelberg: Communications in Computer and Information Science (CCIS 374, ISBN: 978-3-642-39475-1).

Abstract

Technological advancements and contemporary learning theories dictate the need for redesigning the school environment to emded technology in a seamless way. This paper describes an approach towards the development and modernization of the future classroom, by redesigning the student desk. A technology-augemented desk was designed following an iterative approach, leading to the creation and evaluation of several alternative solutions.

A Steerable Multitouch Display for Surface Computing and its Evaluation

P. Koutlemanis, A. Ntelidakis, X. Zabulis, D. Grammenos, I. Adami (2013) A Steerable Multitouch Display for Surface Computing and its Evaluation International Journal on Artificial Intelligence Tools, Vol. 22, No. 6 (2013) 1360016, World Scientific Publishing Company.

Abstract

In this paper, a steerable, interactive projection display that has the shape of a disk is presented. Interactivity is provided through sensitivity to the contact of multiple fingertips and is achieved through the use of a RGBD camera. The surface is mounted on two gimbals which, in turn, provide two rotational degrees of freedom. Modulation of surface posture supports the ergonomy of the device but can be, alternatively, used as a means of user-interface input. The geometry for mapping visual content and localizing fingertip contacts upon this steerable display is provided, along with pertinent calibration methods for the proposed system. An accurate technique for touch detection is proposed, while touch detection and projection accuracy issues are studied and evaluated through extensive experimentation. Most importantly, the system is thoroughly evaluated as to its usability, through a pilot application that was developed for this purpose. We show that the outcome meets real-time performance, accuracy and usability requirements for employing the approach in human computer interaction.

Multicamera human detection and tracking supporting natural interaction with large scale displays

Zabulis, X., Grammenos, D., Sarmis, T., Tzevanidis, K., Padeleris, P., Koutlemanis, P., Argyros, A.A. (2012) Multicamera human detection and tracking supporting natural interaction with large scale displays in Machine Vision Applications journal, published online Feb 2012.

Abstract

This paper presents a computer vision system that supports non-instrumented, location-based interaction of multiple users with digital representations of large-scale artifacts. The proposed system is based on a camera network that observes multiple humans in front of a very large display. The acquired views are used to volumetrically reconstruct and track the humans robustly and in real time, even in crowded scenes and challenging human configurations. Given the frequent and accurate monitoring of humans in space and time, a dynamic and personalized textual/graphical annotation of the display can be achieved based on the location and the walk-through trajectory of each visitor. The proposed system has been successfully deployed in an archaeological museum, offering its visitors the capability to interact with and explore a digital representation of an ancient wall painting. This installation permits an extensive evaluation of the proposed system in terms of tracking robustness, computational performance and usability. Furthermore, it proves that computer vision technology can be effectively used to support non-instrumented interaction of humans with their environments in realistic settings.

Augmented interaction with physical books in an Ambient Intelligence learning environment

Margetis, G., Zabulis, X., Koutlemanis, P., Antona, M., and Stephanidis, C (2012) Augmented interaction with physical books in an Ambient Intelligence learning environment Multimedia Tools and Applications. Published on-line: 10 January 2012

Abstract

This paper presents an augmented reality environment for students' improved learning, which is based on unobtrusive monitoring of the natural reading and writing process. This environment, named SESIL, is able to perform recognition of book pages and of specific elements of interest within a page, as well as to perceive interaction with actual books and pens/pencils, without requiring any special interaction device. As a result, unobtrusive, context - aware student assistance can be provided. In this way, the learning process can be enhanced during reading with the retrieval and presentation of related material and, during writing, by the provision of assistance to accomplish writing tasks whenever appropriate. The SESIL environment is evaluated in terms of robustness, accuracy and usability.

Towards Building Pervasive UIs for the Intelligent Classroom: The PUPIL Approach

Korozi, M., Ntoa, S., Antona, M., Leonidis, A., & Stephanidis, C. (2012) Towards Building Pervasive UIs for the Intelligent Classroom: The PUPIL Approach In G. Tortora, S. Levialdi & M. Tucci (Eds.), Proceedings of the International Working Conference on Advanced Visual Interfaces (AVI 2012), Capri Island (Naples), Italy, 21-25 May (279-286). New York: ACM Press.

Abstract

Information and Communication technologies have the potential to permeate the classroom and modernize the educational process. However, in the context of a smart classroom, building educational applications poses unique challenges from an HCI perspective, due to the diversity of user and context requirements. This paper introduces a framework that facilitates the design, development and deployment of pervasive educational applications that can automatically transform according to the context of use to ensure their usability. The collection of widgets incorporates both common basic widgets (e.g., buttons, images) and mini interfaces frequently used in educational applications, as ready-to-use modules. The designer can either (i) combine and customize widgets from both categories to build an interface just once, or (ii) build and incorporate it as a custom-made mini interface in the collection for future reuse. Finally, the framework's usability has been evaluated with users obtaining very positive results and potential suggestions for extensions.

An augmented interactive table supporting preschool children development through playing

Zidianakis, E., Antona, M., Paparoulis, G., & Stephanidis, C. (2012) An augmented interactive table supporting preschool children development through playing In the Proceedings of the 2012 AHFE International Conference (4th International Conference on Applied Human Factors and Ergonomics), San Francisco, California, USA, 21-25 July (pp. 744-753). [CD-ROM]. USA Publishing (ISBN: 978-0-9796435-5-2).

Ambient Educational Mini-games

Korozi, M., Leonidis, A., Margetis, G., Koutlemanis, G., Zabulis, X., Antona, M., & Stephanidis, C. (2012) Ambient Educational Mini-games In G. Tortora, S. Levialdi & M. Tucci (Eds.), Proceedings of the International Working Conference on Advanced Visual Interfaces (AVI 2012), Capri Island (Naples), Italy, 21-25 May (802-803). New York: ACM Press.

Abstract

This system paper describes two educational mini-games (a multiple-choice quiz and a geography-related game) that combine learning and ambient technology. Their innovative feature is that they offer physical interaction through printed cards on a tabletop setup, where a simple webcam monitors the table's surface and identifies the thrown cards. Following a brief discussion of ambient technology integration in the environment, the overall concept of these games is described and potential future improvements are outlined.

Macedonia from Fragments to Pixels: A permanent exhibition of interactive systems at the Archaeological Museum of Thessaloniki

Grammenos, D., Zabulis, X., Michel, D., Padeleris, P., Sarmis, T., Georgalis, G., Koutlemanis, P., Tzevanidis, K., Argyros, A.A., Sifakis, M., Adam-Veleni, P., Stephanidis, C. (2012) Macedonia from Fragments to Pixels: A permanent exhibition of interactive systems at the Archaeological Museum of Thessaloniki In Marinos Ioannides; Dieter Fritsch; Johanna Leissner; Rob Davies; Fabio Remondino & Rossella Caffo, ed., 'EuroMed' , Springer, , pp. 602-609.

Abstract

The theme of this paper is an exhibition of prototypical interactive systems with subjects drawn from ancient Macedonia, named "Macedonia from fragments to pixels". Since 2010, the exhibition is hosted by the Archaeological Museum of Thessaloniki and is open daily to the general public. Up to now, more than 165.000 people have visited it. The exhibition comprises 7 interactive systems which are based on some research outcomes of the Ambient Intelligence Programme of the Institute of Computer Science, Foundation for Research and Technology - Hellas. The digital content of these systems includes objects from the Museum’s permanent collection and from Macedonia.

Augmented Multitouch Interaction upon a 2-DOF Rotating Disk

Zabulis, X., Koutlemanis, P. & Grammenos, D. (2012) Augmented Multitouch Interaction upon a 2-DOF Rotating Disk In Bebis, G. et al., ed., 'ISVC (1)' , Springer, , pp. 642-653.

Abstract

A visual user interface providing augmented, multitouch interaction upon a non-instrumented disk that can dynamically rotate in two axes is proposed. While the user manipulates the disk, the system uses a projector to visualize a display upon it. A depth camera is used to estimate the pose of the surface and multiple simultaneous fingertip contacts upon it. The estimates are transformed into meaningful user input, availing both fingertip contact and disk pose information. Calibration and real-time implementation issues are studied and evaluated through extensive experimentation. We show that the outcome meets accuracy and usability requirements for employing the approach in human computer interaction.

Paximadaki, the game: Creating an advergame for promoting traditional food products

Grammenos, D., Margetis, G., Koutlemanis, P., Zabulis, X. (2012) Paximadaki, the game: Creating an advergame for promoting traditional food products In Proceeding of the 16th International Academic MindTrek Conference (MindTrek '12). ACM, New York, NY, USA, 287-290.

Abstract

This paper presents an advergame installation for promoting the brand and products of a food company producing various types of traditional Cretan rusks. The paper first presents some background and related work. Then the requirements set towards creating the game are outlined, followed by concept creation and design decisions taken in order to meet these requirements, as well as a description of the user interface, gameplay and implementation characteristics of the resulting game. The game has already been installed with remarkable success in two different food exhibitions.

53.090 virtual rusks = 510 real smiles - Using a fun exergame installation for advertising traditional food products

Grammenos, D., Margetis, G., Koutlemanis, P., Zabulis, X. (2012) 53.090 virtual rusks = 510 real smiles - Using a fun exergame installation for advertising traditional food products In Anton Nijholt; Teresa Romão & Dennis Reidsma, ed., 'Advances in Computer Entertainment', Springer, pp. 214-229.

Abstract

This paper presents an innovative advergame installation for promoting the brand and products of a company producing Cretan rusks. The paper first presents some background and related work. Then, the requirements set towards creating the game are outlined, followed by concept creation and design decisions taken to meet these requirements, as well as a description of the user interface, gameplay and technical characteristics of the resulting game. The game has been installed with remarkable success in two different food exhibitions in key locations in Athens, Greece, where it has been played by more than 500 people of ages ranging from 2 to 76 years old. A large variety of qualitative and quantitative data were collected. The paper presents several findings stemming from these data. Additionally, changes made to the game as a result of the findings are presented, along with lessons learnt from the acquired experience.

Augmented Reality Interactive Exhibits in Cartographic Heritage: An implemented case-study open to the general public

Grammenos D., Zabulis X., Michel D., Argyros A. A. (2011) Augmented Reality Interactive Exhibits in Cartographic Heritage: An implemented case-study open to the general public In the Proceedings of the 6th International Workshop on Digital Approaches in Cartographic Heritage, 7 – 8 April 2011, the Hague, Netherlands, e-Perimetron, Vol. 6, No. 2, 2011, 57-67.

Design and Development of Four Prototype Interactive Edutainment Exhibits for Museums

Grammenos D., Zabulis X., Michel D., Sarmis T., Georgalis G., Tzevanidis K., Argyros A, A., Stephanidis C. (2011) Design and Development of Four Prototype Interactive Edutainment Exhibits for Museums In Proceedings of the 6th international conference on Universal access in human-computer interaction: context diversity - Volume Part III (UAHCI'11), Constantine Stephanidis (Ed.), Vol. Part III. Springer-Verlag, Berlin, Heidelberg, 173-182.

Abstract

This paper describes the outcomes stemming from the work of a multidisciplinary R&D project of ICS-FORTH, aiming to explore and experiment with novel interactive museum exhibits, and to assess their utility, usability and potential impact. More specifically, four interactive systems are presented in this paper which have been integrated, tested and evaluated in a dedicated, appropriately designed, laboratory space. The paper also discusses key issues stemming from experience and observations in the course of qualitative evaluation sessions with a large number of participants.

Enhancing the patient experience through Ambient Intelligence applications in health care

Kartakis S., Tourlakis, P., Sakkalis, V., Zacharioudakis, G., & Stephanidis C. (2011) Enhancing the patient experience through Ambient Intelligence applications in health care In the Proceedings of the 5th International Symposium on Ubiquitous Computing and Ambient Intelligence (UCAmI'11), Riviera Maya, Mexico, 5-9 December.

A Student-Centric Intelligent Classroom

Antona, M., Leonidis, A., Margetis, G., Korozi, M., Ntoa, S., & Stephanidis, C. (2011) A Student-Centric Intelligent Classroom In D. Keyson et al. (Eds.), Proceedings of the 2nd International Joint Conference in Ambient Intelligence (AmI 2011), 16-18 November, Amsterdam, The Netherlands (pp. 248-252). Berlin Heidelberg, Germany: Springer [LNCS: 7040].

Abstract

This paper discusses a line of research targeted to investigate and introduce innovative solutions for efficient learning in smart environments through integrating AmI technology in the learning process. Following a discussion of current approaches to technology integration in the classroom, the overall concept of the Student-Centric “Intelligent” Classroom and the related software are described. Potential future improvements are outlined.

Multiview 3D Pose Estimation of a Wand for Human-Computer Interaction

Zabulis, X., Koutlemanis, P., Baltzakis, H., & Grammenos, D. (2011) Multiview 3D Pose Estimation of a Wand for Human-Computer Interaction In the Proceedings of the 7th international conference on Advances in visual computing (ISVC 2011), Las Vegas, NV, USA, 26-28 September (pp. 104-115). Berlin: Lecture Notes in Computer Science Series of Springer (LNCS 6939).

Abstract

A method is proposed that visually estimates the 3D pose and endpoints of a thin cylindrical physical object, such as a wand, a baton, or a stylus, that is manipulated by a user. The method utilizes multiple synchronous images of the object to cover wide spatial ranges, increase accuracy and deal with occlusions. Experiments demonstrate that the method can be applied in real-time using modest and conventional hardware and that the outcome suits the purposes of employing the approach for human computer interaction.

PaperView: augmenting physical surfaces with location-aware digital information

Grammenos, D., Michel, D., Zabulis, X., and Argyros, A., A. (2011) PaperView: augmenting physical surfaces with location-aware digital information In Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction (TEI '11). ACM, New York, NY, USA, 57-60.

Abstract

A frequent need of museums is to provide visitors with context-sensitive information about exhibits in the form of maps, or scale models. This paper suggests an augmented-reality approach for supplementing physical surfaces with digital information, through the use of pieces of plain paper that act as personal, location-aware, interactive screens. The technologies employed are presented, along with the interactive behavior of the system, which was instantiated and tested in the form of two prototype setups: a wooden table covered with a printed map and a glass case containing a scale model. The paper also discusses key issues stemming from experience and observations in the course of qualitative evaluation sessions.

Real-Time Analysis of Localization Data Streams for Ambient Intelligence Environments

Stamatakis, D., Grammenos, D., Magoutis K. (2011) Real-Time Analysis of Localization Data Streams for Ambient Intelligence Environments In the Proceedings of AmI 11: International Joint Conference on Ambient Intelligence, 16-18 November 2011, Amsterdam.

Abstract

In this paper we describe a novel methodology for performing real-time analysis of localization data streams produced by sensors embedded in ambient intelligence (AmI) environments. The methodology aims to handle different types of real-time events, detect interesting behavior in sequences of such events, and calculate statistical information using a scalable stream-processing engine (SPE) that executes continuous queries expressed in a stream-oriented query language. Key contributions of our approach are the integration of the Borealis SPE into a large-scale interactive museum exhibit system that tracks visitor positions through a number of cameras; the extension and customization of Borealis to support the types of real-time analysis useful in the context of the museum exhibit as well as in other AmI applications; and the integration with a visualization component responsible for rendering events received by the SPE in a variety of human readable forms.

A Smart Environment for Augmented Learning through Physical Books

Margetis, G., Koutlemanis, P., Zabulis, X., Antona, M., & Stephanidis, C. (2011) A Smart Environment for Augmented Learning through Physical Books In the Proceedings of the IEEE International Conference on Multimedia and Expo (ICME 2011), Barcelona, Spain, 11-15 July 2011.

An Intelligent Task Assignment and Personalization System for Students' Online Collaboration

Leonidis, A., Margetis, G., Antona, M., & Stephanidis, C. (2011) An Intelligent Task Assignment and Personalization System for Students' Online Collaboration In C. Stephanidis (Ed.), Universal Access in Human-Computer Interaction. Applications and Services - Volume 8 of the combined Proceedings of the 14th International Conference on Human-Computer Interaction (HCI International 2011), Orlando, FL, USA, 9-14 July, pp. 548-557. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer (LNCS 6768, ISBN: 978-3-642-21656-5).

Abstract

This paper discusses a framework that supports collaborative learning activities in smart environments. When designing or developing collaborative environments numerous fundamental requirements should be taken into consideration to maximize their potentials. These best-practices outline strategies regarding (i) group formation, (ii) role assignment, (iii) personalized support, and (iv) activity monitoring. A multi-tier architecture scheme is employed, on top of the “ClassMATE” system, where every module addressees some of these aspects and their combination results in a complete framework that enables both online and offline collaboration in the smart classroom.

Intelligent Working Environments for the Ambient Classroom.

Korozi, M., Ntoa, S., Antona, M., & Stephanidis, C (2011) Intelligent Working Environments for the Ambient Classroom. In C. Stephanidis (Ed.), Universal Access in Human-Computer Interaction. Design for All and eInclusion - Volume 5 of the combined Proceedings of the 14th International Conference on Human-Computer Interaction (HCI International 2011), Orlando, FL, USA, 9-14 July, pp. 381-390. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer (LNCS 6765, ISBN: 978-3-642-21671-8).

Abstract

This paper introduces a suite of Window Managers purposed for the technologically enhanced classroom. The overall objective is to instantiate a common look and feel across various classroom artifacts, thus providing a unified working environment for the students and teachers. To achieve optimal interaction and application display, the workspaces for each artifact are designed keeping in mind both the platform’s characteristics and the user’s requirements. The usability evaluation of the developed system is reported.

Study-Buddy: Improving the Learning Process through Technology-Augmented Studying Environments

Margetis, G., Ntoa, S., Bouhli, M., & Stephanidis, C. (2011) Study-Buddy: Improving the Learning Process through Technology-Augmented Studying Environments In C. Stephanidis (Ed.), HCI International 2011 - Posters' Extended Abstracts (Part II) - Volume 23 of the combined Proceedings of HCI International 2011 (14th International Conference on Human-Computer Interaction), Orlando, FL, USA, 9-14 July, pp. 504-508. Berlin Heidelberg: Communications in Computer and Information Science (CCIS 174, ISBN: 978-3-642-22094-4).

Abstract

Taking into account the potential of ICT in education and recognizing the need for smart environments and artifacts, this paper presents Study-Buddy, a context aware system aiming to augment the learning process. The system is constituted of an intelligent reading lamp that monitors students’ interaction with reading material and provides appropriate information through any near computational device (e.g., tablet, notebook, etc.). Study-Buddy is accompanied by LexiMedia, an educational software targeted to language learning.

Macedonia: From Fragments to Pixels

Zabulis, X., Grammenos, D., Argyros, A., Sifakis, M., & Stephanidis, C. (2011) Macedonia: From Fragments to Pixels ERCIM News, Special Theme: ICT for Cultural Heritage, 86, 25-26.

Exploration of large-scale museum artifacts through non-instrumented, location-based, multi-user interaction

Zabulis, X., Grammenos, D., Sarmis, T., Tzevanidis, K., Argyros, A.A. (2010) Exploration of large-scale museum artifacts through non-instrumented, location-based, multi-user interaction In Proceedings of the 11th VAST International Symposium on Virtual Reality, Archaeology and Cultural Heritage, VAST’2010, Palais du Louvre, Paris, France, 21-24 September 2010, 155-162.

A platform for monitoring aspects of human presence in real-time

Zabulis, X., Sarmis, T., Tzevanidis, K., Koutlemanis, P., Grammenos, D. and Argyros, A. A. (2010) A platform for monitoring aspects of human presence in real-time International Symposium on Visual Computing, Las Vegas, Nevada, USA, November 29 - December 1, 2010

Abstract

In this paper, the design and implementation of a hardware/ software platform for parallel and distributed multiview vision processing is presented. The platform is focused at supporting the monitoring of human presence in indoor environments. Its architecture is focused at increased throughput through process pipelining as well as at reducing communication costs and hardware requirements. Using this platform, we present efficient implementations of basic visual processes such as person tracking, textured visual hull computation and head pose estimation. Using the proposed platform multiview visual operations can be combined and third-party ones integrated, to ultimately facilitate the development of interactive applications that employ visual input. Computational performance is benchmarked comparatively to state of the art and the efficacy of the approach is qualitatively assessed in the context of already developed applications related to interactive environments.

The booTable Experience: Iterative Design and Prototyping of an Alternative Interactive Tabletop

Grammenos, D., Georgalis, Y., Kazepis, N., Drossis, G., Ftylitakis, N. (2010) The booTable Experience: Iterative Design and Prototyping of an Alternative Interactive Tabletop In Proceedings of the 8th ACM Conference on Designing Interactive Systems (DIS '10). ACM, New York, NY, USA, 272-281.

Abstract

This paper introduces booTable, an interactive coffee table prototype constructed by recycled paper aiming to build upon the paradigm of surface computing, but endeavoring to overcome a number of identified limitations of current design practice. In this respect, the paper first runs through the design requirements, decisions and rationale towards creating a first version of the prototype. Then, the outcomes of the prototyping process are described, along with the results of an informal assessment session and related critique. Following that, the revisions made towards the development of a second version of the prototype are laid out and the final result is presented.

Aml Game Floor : A Multimodal Ambient Intelligence Environment for playful learning

Papagiannakis, H. (2010) Aml Game Floor : A Multimodal Ambient Intelligence Environment for playful learning MSc Thesis. Computer Science Department, University of Crete, Heraklion, Crete, Greece.

PUPIL : pervasive UI development for the ambient classroom.

Korozi, M (2010) PUPIL : pervasive UI development for the ambient classroom. MSc Thesis. Computer Science Department, University of Crete, Heraklion, Crete, Greece.

Ambient Intelligence in the classroom: an augmented school desk

Antona, M., Margetis, G., Ntoa, S., Leonidis, A., Korozi, M., Paparoulis, G. & Stephanidis, C. (2010) Ambient Intelligence in the classroom: an augmented school desk In W. Karwowski & G. Salvendy (Eds.), Proceedings of the 2010 AHFE International Conference (3rd International Conference on Applied Human Factors and Ergonomics), Miami, Florida, USA, 17-20 July. [CD-ROM]. USA Publishing (ISBN: 978-0-9796435-4-5).

Rapid prototyping of an ami-augmented office environment demonstrator

Grammenos, D., Georgalis, Y., Partarakis, N., Zabulis, X., Sarmis, T., Kartakis, S., et al. (2009) Rapid prototyping of an ami-augmented office environment demonstrator 13th International Conference on Human-Computer Interaction, HCI International 2009, San Diego, CA., 5612 LNCS(PART 3) 397-406.

Abstract

This paper presents the process and tangible outcomes of a rapid prototyping activity towards the creation of a demonstrator, showcasing the potential use and effect of Ambient Intelligence technologies in a typical office environment. In this context, the hardware and software components used are described, as well as the interactive behavior of the demonstrator. Additionally, some conclusions stemming from the experience gained are presented, along with pointers for future research and development work.

Middleware for ambient intelligence environments: Reviewing requirements and communication technologies

Georgalis, Y., Grammenos, D., & Stephanidis, C. (2009) Middleware for ambient intelligence environments: Reviewing requirements and communication technologies 5th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2009. Held as Part of HCI International 2009, San Diego, CA. , 5615 LNCS(PART 2) 168-177.

Abstract

Ambient Intelligence is an emerging research field that aims to make many of the everyday activities of people easier and more efficient. This new paradigm gives rise to opportunities for novel, more efficient interactions with computing systems. At a technical level, the vision of Ambient Intelligence is realized by the seamless confluence of diverse computing platforms. In this context, a software framework (middleware) is essential to enable heterogeneous computing systems to interoperate. In this paper we first consider the basic requirements of a middleware that can effectively support the construction of Ambient Intelligence environments. Subsequently, we present a brief survey of existing, general-purpose middleware systems and evaluate them in terms of their suitability for serving as the low-level communication platform of an Ambient Intelligence middleware. Finally, we argue that an Object-Oriented middleware such as the Common Request Broker Architecture (CORBA) is most suited for basing a middleware for Ambient Intelligence environments.

A multicamera vision system supporting the development of wide-area exertainment applications

Zabulis, X. C., Sarmis, T., Grammenos, D., & Argyros, A. A. (2009) A multicamera vision system supporting the development of wide-area exertainment applications In Proceedings of the IAPR Conference on Machine Vision and Applications (MVAΆ09), Hiyoshi Campus, Keio University, Japan. 269-272.

Building a multi-touch display based on computer vision techniques

Michel, D., Argyros, A. A., Grammenos, D., Zabulis, X. C., & Sarmis, T. (2009) Building a multi-touch display based on computer vision techniques In Proceedings of the IAPR Conference on Machine Vision and Applications (MVAΆ09), Hiyoshi Campus, Keio University, Japan. 74-77.

FORTH-ICS internal RTD programme 'ambient intelligence and smart environments

Grammenos, D., Zabulis, X. C., Argyros, A. A., & Stephanidis, C. (2009) FORTH-ICS internal RTD programme 'ambient intelligence and smart environments 3rd European Conference on Ambient Intelligence, Salzburg, Austria.