This paper reports on ongoing work regarding interactive 3D visualization of large scale data centres in the context of Big Data and data centre infrastructure management. The proposed approach renders a virtual area of real data centres preserving the actual arrangement of their servers and visualizes their current state while it notifies users for potential server anomalies. The visualization includes several condition indicators, updated in real time, as well as a color-coding scheme for the current servers’ condition referring to a scale from normal to critical. Furthermore, the system supports on demand exploration of an individual server providing detailed information about its condition, for a specific timespan, combining historical analysis of previous values and the prediction of potential future state. Additionally, natural interaction through hand-gestures is supported for 3D navigation and item selection, based on a computer-vision approach.
Adaptation and content personalization in the context of multi user museum exhibits Conference Paper · June 2016 with 2 Reads Conference: 1st Workshop on Advanced Visual Interfaces for Cultural Heritage co-located with the International Working Conference on Advanced Visual Interfaces (AVI 2016), At Bari, Italy 1st Nikolaos Partarakis 4.18 · Foundation for Research and Technology - Hellas 2nd Margherita Antona 15.64 · Foundation for Research and Technology - Hellas 3rd Emmanouil Zidianakis 1.71 · Foundation for Research and Technology - Hellas 4th Constantine Stephanidis Abstract Two dimensional paintings are exhibited in museums and art galleries in the same manner since at least three centuries. However, the emergence of novel interaction techniques and metaphors provides the opportunity to change this status quo, by supporting mixing physical and digital Cultural Heritage experiences. This paper presents the design and implementation of a technological framework based on Ambient Intelligence to enhance visitor experiences within Cultural Heritage Institutions (CHIs) by augmenting two dimensional paintings. Among the major contributions of this research work is the support of personalized multi user access to exhibits, facilitating also adaptation mechanisms for altering the interaction style and content to the requirements of each CHI visitor. A standards compliant knowledge representation and the appropriate authoring tools guarantee the effective integration of this approach to the CHI context.
This paper presents the conversion of an electric cargo vehicle into a portable platform for interacting with information applications. The cargo vehicle hosts 2 seats for the driver and 1 extra passenger, and 3 interactive systems installed at the cargo’s right, left and back exterior side. The vehicle is intended to follow predefined routes from central ports to the nearest city center, making long term stops. During stops, embedded interactive systems entertain and provide visitors and other passersby with information of local interest. This papers focuses on the vehicle’s conversion process, from the installation of the necessary hardware components needed by the interactive systems to the development of a portable control panel designed to address the driver’s needs.
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.
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.
Robots are an increasingly discussed solution for assistance of seniors. Importance of testing natural interaction therefore becomes crucial. This paper presents first results of a study with an autonomous mobile social service robot prototype that was deployed in 18 private households of senior adults aged 75 years and older for a total of 371 days. Findings show that utility met the users' expectations. However, the robot was rather seen as a toy instead of being supportive for independent living. Furthermore, despite of an emergency function of the robot, perceived safety did not increase. Reasons for this might be the good health conditions of our users, a lack of technological robustness and slow performance of the prototype. However, users believed that a market ready version of the robot would be vital for supporting people who are more fragile and more socially isolated.
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.