Publications


Interacting with augmented paper maps: a user experience study

Margetis, G. Ntoa, S., Antona, M., Stephanidis, C. (2017) Interacting with augmented paper maps: a user experience study 12th biannual Conference of the Italian SIGCHI Chapter (CHITALY 2017). 18th -20th September, Cagliari, Italy.

Abstract

This paper presents a user experience study of interaction with printed maps for providing digitally augmented tourism information. The Interactive Maps system has been implemented based on an interactive printed matter framework which provides all the necessary components for developing smart applications that offer printed matter interaction, and has been deployed and evaluated in the context of the publicly available Tourism InfoPoint of the Municipality of Heraklion. The results of the evaluation highlight that interacting with digitally augmented paper is quite easy and natural, while the overall user experience is positive.

Tracking of multiple planar projection boards for interactive mixed-reality applications

P. Koutlemanis, X. Zabulis (2017) Tracking of multiple planar projection boards for interactive mixed-reality applications in Multimedia Tools and Applications, 1-31, Oct, 2017

Abstract

The case of mixed-reality projector-camera systems is considered and, in particular, those which employ hand-held boards as interactive displays. This work focuses upon the accurate, robust, and timely detection and pose estimation of such boards, to achieve high-quality augmentation and interaction. The proposed approach operates a camera in the near infrared spectrum to filter out the optical projection from the sensory input. However, the monochromaticity of input restricts the use of color for the detection of boards. In this context, two methods are proposed. The first regards the pose estimation of boards which, being computationally demanding and frequently used by the system, is highly parallelized. The second uses this pose estimation method to detect and track boards, being efficient in the use of computational resources so that accurate results are provided in real-time. Accurate pose estimation facilitates touch detection upon designated areas on the boards and high-quality projection of visual content upon boards. An implementation of the proposed approach is extensively and quantitatively evaluated, as to its accuracy and efficiency. This evaluation, along with usability and pilot application investigations, indicate the suitability of the proposed approach for use in interactive, mixed-reality applications.

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.

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.

Augmenting Printed Documents

Zabulis, X., Margetis, G., Koutlemanis, P., & Stephanidis, C. (2015) Augmenting Printed Documents

Abstract

The “Interactive Documents” system augments documents, books, and leaflets on the surfaces on which they are read. The augmented content complements that of the printed document interactively; the user can touch regions of interest both within the printed matter and the augmented content.

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.

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