Publications


CaLmi: Stress Management in Intelligent Homes

Eirini Sykianaki, Asterios Leonidis, Margherita Antona and Constantine Stephanidis (2019) CaLmi: Stress Management in Intelligent Homes In Adjunct Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and the 2019 International Symposium on Wearable Computers Proceedings (UbiComp/ISWC'19). ACM, London, UK, 4 pages.

BubbleFeed: Visualizing RSS Information in Public Spaces

Karouzaki, E., Partarakis, N., Antona, M., & Stephanidis, C. (2018) BubbleFeed: Visualizing RSS Information in Public Spaces In Interactivity, Game Creation, Design, Learning, and Innovation (pp. 151-161). Springer, Cham.

Abstract

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.

A Unified Working Environment for the Attention-aware Intelligent Classroom

Ntagianta, A., Korozi, M., Leonidis, A., & Stephanidis, C. (2018) A Unified Working Environment for the Attention-aware Intelligent Classroom In L. Gómez Chova, A. López Martínez, I. Candel Torres (Eds), Proceedings of the 10th International Conference on Education and New Learning Technologies (EDULEARN18), Palma, Spain, 2-4 July (pp. 4377-4387). Published by IATED Academy.

CognitOS: A Student- Centric Working Environment for an Attention-Aware Intelligent Classroom

Ntagianta, A., Korozi, M., Leonidis, A., Antona, M., & Stephanidis, C. (2018) CognitOS: A Student- Centric Working Environment for an Attention-Aware Intelligent Classroom In C. Stephanidis (Ed.), HCI International 2018 - Posters Extended Abstracts, Part II, Volume 29 of the combined Proceedings of HCI International 2018 (20th International Conference on Human-Computer Interaction), Las Vegas, Nevada, USA, 15-20 July (pp. 102-110). Switzerland: Springer International Publishing AG (CCIS 852).

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.

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.

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.

Touch detection for planar interactive displays based on lateral depth views

A. Ntelidakis, X. Zabulis, D. Grammenos, P. Koutlemanis (2016) Touch detection for planar interactive displays based on lateral depth views Multimedia Tools and Applications, pp 1-25, 28 June 2016

Abstract

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.

Adaptable, personalizable and multi user museum exhibits

Partarakis, N. , Antona, M. , & Stephanidis, C (2016) Adaptable, personalizable and multi user museum exhibits In Curating the Digital (pp. 167-179). Springer, Cham.

Abstract

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.

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