Public interaction displays contribute to upgrading the quality of public spaces since they attract many users and stimulate social interaction. In this paper, BubbleFeed is presented, a system for visualizing RSS news from multiple sources in public spaces. RSS news headlines are displayed inside virtual interactive bubbles ascending from the bottom of a vertical screen to the top, resembling the bubbles formed in a glass of soft drink. Besides touching the bubbles to expand and read the respective news stories, playful user interaction is supported to promote better engagement and motivate multiple users to participate. To support custom news feeds and Facebook posts in addition to RSS feeds, we have built a tool and a library that produce RSS files from the respective sources. BubbleFeed also supports displaying weather information, hosting media galleries and providing useful information such as Wi-Fi hotspot maps.
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.
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.
This work regards fingertip contact detection and localization upon planar surfaces, for the purpose of providing interactivity in augmented, interactive displays that are implemented upon these surfaces. The proposed approach differs from the widely employed approach where user hands are observed from above, in that user hands are imaged laterally. An algorithmic approach for the treatment of the corresponding visual input is proposed. The proposed approach is extensively evaluated and compared to the top view approach. Advantages of the proposed approach include increased sensitivity, localization accuracy, scalability, as well as, practicality and cost efficiency of installation.
Two dimensional paintings were exhibited in museums and art galleries in the same manner since at least three centuries. However, the emergence of novel interactive technologies provides the opportunity to change this status quo. By 2006, according to the Institute for Museum and Library Services, 43 % of museum visits in the U.S. were remote. According to the Institute for the Future, “Emerging technologies are transforming everything that constitutes our notion of “reality” – our ability to sense our surroundings, our capacity to reason, our perception of the world”. In the present age, that technology is becoming mixed to the fabric of reality to offer novel experiences in Cultural Heritage Institutions. This work presents the design and implementation of a technological framework based on ambient intelligence to enhance visitor experiences within Heritage Institutions by augmenting two dimensional paintings. Among the major contributions of this chapter is the support of personalized multi user access to exhibits, facilitating also adaptation mechanisms for altering the interaction style and content based on the requirements of each Heritage Institution’s visitor. A standards compliant knowledge representation and the appropriate authoring tools guarantee the effective integration of this approach in any relevant context. The developed applications have been deployed within a simulation space of the FORTH-ICS AmI facility and evaluated by users in the context of a pilot study.