Publications


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.

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.

Abstract

This paper presents the application of the PaperView system in the domain of cartographic heritage. PaperView is a multi-user augmented-reality system for supplementing physical surfaces with digital information, through the use of pieces of plain paper that act as personal, location-aware, interactive screens. By applying the proposed method of reality augmentation in the cartographic heritage domain, the system provides the capability of retrieving multimedia information about areas of interest, overlaying information on a 2D or 3D (i.e., scale model) map, as well as comparing different versions of a single map. The technologies employed are presented, along with the interactive behavior of the system, which was instantiated and tested in three setups: (i) a map of Macedonia, Greece, including ancient Greek cities with archeological interest; (ii) a glass case containing a scale model and (iii) a part of Rigas Velestinlis’ Charta. The first two systems are currently installed and available to the general public at the Archaeological Museum of Thessaloniki, Greece, as part of a permanent exhibition of interactive systems.

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.

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.

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.

Abstract

This paper presents a system that supports the exploration of digital representations of large-scale museum artifacts in through non-instrumented, location-based interaction. The system employs a state-of-the-art computer vision system, which localizes and tracks multiple visitors. The artifact is presented in a wall-sized projection screen and it is visually annotated with text and images according to the location as well as walkthrough trajectories of the tracked visitors. The system is evaluated in terms of computational performance, localization accuracy, tracking robustness and usability.

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.

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).

Abstract

This paper discusses the opportunities and challenges of Ambient Intelligence (AmI) technologies in the context of classroom education, and presents the methodology and preliminary results of the development of an augmented school desk which integrates various AmI educational applications. The overall objective is to assess how AmI technologies can contribute to support common learning activities and enhance the learner’s experience in the classroom. Young learners were involved from the first phases of the design of the desk and its applications using scenario-based techniques.

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