The proliferation of Internet of Things (IoT) devices and services and their integration in intelligent environments creates the need for a simple yet effective way of controlling and communicating with them. Towards such a direction, this work presents ParlAmI, a conversational framework featuring a multimodal chatbot that permits users to create simple “if-then” rules to define the behavior of an intelligent environment. ParlAmI delivers a disembodied conversational agent in the form of a messaging application named MAI, and an embodied conversational agent named nAoMI employing the programmable humanoid robot NAO. This paper describes the requirements and architecture of ParlAmI, the infrastructure of the “Intelligent Home” in which ParlAmI is deployed, the characteristics and functionality of both MAI and nAoMI, and finally presents the findings of a user experience evaluation that was conducted with the participation of sixteen users.
The proliferation of Ambient Intelligence (AmI) devices and services and their integration in smart environments creates the need for a simple yet effective way of controlling and communicating with them. Towards that direction, the application of the Trigger -- Action model has attracted a lot of research with many systems and applications having been developed following that approach. This work introduces ParlAmI, a multimodal conversational interface aiming to give its users the ability to determine the behavior of AmI environments, by creating rules using natural language as well as a GUI. The paper describes ParlAmI, its requirements and functionality, and presents the findings of a user-based evaluation which was conducted.
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.
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.
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).
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.
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.
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.