STAR: A See-Through Augmented Reality Exhibit Showcase Built for Transparent Display

Gerakianaki, A., Zidianakis, E., Neroutsou, V., Ntagianta, A., Adami, I., Ntoa, S., Antona, M., & Stephanidis, C. (2025) STAR: A See-Through Augmented Reality Exhibit Showcase Built for Transparent Display In P. Zaphiris, A. Ioannou, R. Sottilare, J. Schwarz & M. Rauterberg (Eds.), HCI International 2024 - Late Breaking Papers: Part V – Volume 67 (LNCS 15378) of the combined Proceedings of the 26th International Conference on Human-Computer Interaction (HCI International 2024), Washington DC, USA, 29 June - 4 July 2024 (pp. 263-279). Switzerland AG: Springer Nature.

Abstract

Motivated by the potential of Augmented Reality (AR) applications for transparent displays, this work presents a See-Through Augmented Reality (STAR) Exhibit Showcase, an interactive system that provides information and multimedia content for physical exhibits through a seamless User Experience (UX). The research described addresses underlying key inquiries about the effect of ambient light conditions, multi-user interaction, and methods for achieving accessibility. To validate the system, a case study was implemented for the city of Kalamata, demonstrating the potential of AR in promoting and enhancing user engagement with local products. Two heuristic evaluation sessions were conducted to identify usability problems and improve the UX.

CreteAR: Enhancing Learning Experiences Through Tangible Transformable Artifacts and Extended Reality

Tosios, A., Leonidis, A., Korozi, M., Stivaktakis, N. M., Apostolakis, E., Roulios, M., ... & Stephanidis, C. (2024) CreteAR: Enhancing Learning Experiences Through Tangible Transformable Artifacts and Extended Reality Human Factors in Design, Engineering, and Computing, 159(159).

Abstract

This paper discusses the design and development of CreteAR, a system that integrates Extended Reality (XR) with a transformable physical model of the island of Crete to enhance learning experiences. CreteAR features an XR application for handheld devices that overlays information on a scale model, which is equipped with mechatronics to elevate or conceal showcases containing culturally significant items. Users can interact with both the digital content and the physical model, activating the showcases and accessing information through a companion display. The paper explores relevant literature, analyzes similar systems, and details the design process, including user requirements and expert feedback. CreteAR was initially conceived as a prototype, but it holds the potential to contribute to the development of broader applications across various domains beyond the scope of Crete’s geography and heritage. It was designed to deliver an immersive and handson learning experience, emphasizing social interaction and cooperative exploration, engaging users in dynamic and meaningful interactions.

Design for Intelligent Environments

Stephanidis, C., Leonidis, A., Korozi, M., Kouroumalis, V., Adami, I., & Ntoa, S. (2024) Design for Intelligent Environments In C. Stephanidis & G. Salvendy (Eds.), Human-Computer Interaction in Intelligent Environments. Volume V of the book series 'Human-Computer Interaction: Foundations and Advances'. (pp. 1-43), CRC Press, Taylor and Francis Group.

Abstract

This chapter aims to introduce the reader to the concept of Intelligent Environments (IEs) (Brumitt et al., 2000) and the challenges of designing them. Along with the introduction of concepts, disambiguation of terms, and presentation of the current state of research, this chapter focuses on the description of the AmI Design Process, a design process and a framework with supporting tools, developed in the context of the Ambient Intelligence Programme 1 of ICS-FORTH 2 . The framework can be used as a reference or a guide to researchers and practitioners on how to tackle the complexity of designing IEs and managing the design process based on the user-centered design principles (Abras et al., 2004) and the Design Thinking process (Brown, 2008; Park & McKilligan, 2018) offering a holistic approach to the challenge that is to solving problems. This chapter also provides a use case of the design of an IE that was carried out with the described process and tools.

Gamified VR Storytelling for Cultural Tourism Using 3D Reconstructions, Virtual Humans, and 360° Videos

Kontogiorgakis, E., Zidianakis, E., Kontaki, E., Partarakis, N., Manoli, K., Ntoa, S., & Stephanidis, C. (2024) Gamified VR Storytelling for Cultural Tourism Using 3D Reconstructions, Virtual Humans, and 360° Videos Technologies, 12(6), 73, Open Access Article, published online: 22 May 2024.

Abstract

This work addresses the lack of methodologies for the seamless integration of 360° videos, 3D digitized artifacts, and virtual human agents within a virtual reality environment. The proposed methodology is showcased in the context of a tour guide application and centers around the innovative use of a central hub, metaphorically linking users to various historical locations. Leveraging a treasure hunt metaphor and a storytelling approach, this combination of digital structures is capable of building an exploratory learning experience. Virtual human agents contribute to the scenario by offering personalized narratives and educational content, contributing to an enriched cultural heritage journey. Key contributions of this research include the exploration of the symbolic use of the central hub, the application of a gamified approach through the treasure hunt metaphor, and the seamless integration of various technologies to enhance user engagement. This work contributes to the understanding of context-specific cultural heritage applications and their potential impact on cultural tourism. The output of this research work is the reusable methodology and its demonstration in the implemented showcase application that was assessed by a heuristic evaluation.

Gamified experiences using 360° photography

In the Proceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments (PETRA ’23), Corfu, Greece, 5-7 July (pp. 53-61). New York, NY, USA: ACM. Open Access, published online: 10 August 2023. (2023) Gamified experiences using 360° photography Xhako, A., Zidianakis, E., Kontaki, E., Manoli, K., Ntoa, S., Partarakis, N., & Stephanidis, C.

Abstract

The emergence of 360° video and photography has provided new challenges regarding the exploitation of such technologies in various contexts with the most promising one being education. Combining 360° video with VR technology and gamified elements in interaction design has been proven to be beneficial from an educational perspective. This paper provides a methodology for gamified educational experiences using 360o- media, an example of its application and preliminary evaluation findings. The implemented application is a virtual treasure hunt game taking place within a public library that allows players to explore various dimensions of their city and cultural heritage through gamified concepts. The preliminary evaluation has provided positive comments regarding the efficiency of the presented approach and the simplicity of implementation making this approach promising for further exploitation by the Cultural and Creative Industries.

Integrating Ambient Intelligence Technologies for Empowering Agriculture

Stratakis, C., Stivaktakis, N.M., Bouloukakis, M., Leonidis, A., Doxastaki, M., Kapnas, G., Evdaimon, T., Korozi, K., Kalligiannakis, E., & Stephanidis, C. (2021) (2022) Integrating Ambient Intelligence Technologies for Empowering Agriculture In the Proceedings of the 13th EFITA International online Conference, 25-26 May 2021. Engineering Proceedings 2021, 9(1), 41. Open Access, published online: 11 January 2022

Abstract

This work blends the domain of Precision Agriculture with the prevalent paradigm of Ambient Intelligence, so as to enhance the interaction between farmers and Intelligent Environments, and support their various daily agricultural activities, aspiring to improve the quality and quantity of cultivated plants. In this paper, two systems are presented, namely the Intelligent Greenhouse and the AmI seedbed, targeting a wide range of agricultural activities, starting from planting the seeds, caring for each individual sprouted plant up to their transplantation in the greenhouse, where the provision for the entire plantation lasts until the harvesting period.

Three-Dimensional Digitization of Archaeological Sites—The Use Case of the Palace of Knossos

Pervolarakis, Z., Zidianakis, E., Katzourakis, A., Evdaimon, T., Partarakis, N., Zabulis, X., & Stephanidis, C. (2022) Three-Dimensional Digitization of Archaeological Sites—The Use Case of the Palace of Knossos 6(2), 904-927

Abstract

Modern digitization technologies have created an increasing number of possibilities for capturing the physical dimensions and appearance of archaeological artifacts and sites in 3D. The usage of such data is usually targeted to the research, study, and documentation of our cultural heritage. At the same time, the increasing quality of the produced digitizations has opened new possibilities for the further exploitation of digitization outcomes in a wider context than initially expected. A pioneer in this direction was the gaming industry, where photogrammetry has been recently employed to achieve extreme photorealism. Of course, challenges still exist, especially when digitization accuracy is of importance, such as in the case of large-scale archaeological sites. Further challenges regard the need to combine indoor and outdoor scenes that pose requirements in the selection of the appropriate digitization modalities and post-processing strategies. In more detail, the challenges relate to the appropriate usage of existing technologies, organization issues in terms of digitization visits, the combination and registration of data, data acquisition, and data processing methodologies, etc. In this paper, we demonstrated a methodology for the digitization of archaeological sites that can be used for creating digital assets suitable for various scenarios including research, education, and entertainment.

A Technological Framework for Rapid Prototyping of X-reality Applications for Interactive 3D Spaces

Zidianakis, E., Chatziantoniou, A., Dimopoulos, A., Galanakis, G., Michelakis, A., Neroutsou, V., Ntoa, S., Paparoulis, S., Antona, M., & Stephanidis, C. (2021) A Technological Framework for Rapid Prototyping of X-reality Applications for Interactive 3D Spaces Proceedings of the 4th International Conference on Human Interaction and Emerging Technologies: Future Applications (IHIET – AI 2021), Strasbourg, France, 28-30 April 2021 (pp. 99-106). Springer Nature Switzerland AG 2021 (AISC 1378).

Abstract

Room-sized immersive environments and interactive 3D spaces can support powerful visualizations and provide remarkable X-reality experiences to users. However, designing and developing applications for such spaces, in which user interaction takes place not only by gestures, but also through body movements is a demanding task. At the same time, contemporary software development methods and human-centered design mandate short iteration cycles and incremental development of prototypes. In this context, traditional design and software prototyping methods can no longer cope up with the challenges imposed by such environments. In this paper, we introduce an integrated technological framework for rapid prototyping of X-reality applications for interactive 3D spaces, featuring real-time person and object tracking, touch input support and spatial sound output. The framework comprises the interactive 3D space, and an API for developers.

An Intelligent Modular Student Desk

Prinianakis, A., Stefanidi, H., Leonidis, A., Korozi, M., Katzourakis, A., Stamatakis, E. and Antona, M. (2021) An Intelligent Modular Student Desk 15th International Technology, Education and Development Conference

Abstract

With the emergence of the Ambient Intelligence (AmI) paradigm, Intelligent Environments became a reality and have already permeated various domains of everyday life such as work, health, entertainment and education. The Intelligent Classroom of ICS-FORTH, adheres to the human-oriented nature of AmI environments -whose primary goal is to satisfy the needs of the people living in them- and features a collection of interdependent technologically-enhanced artefacts (i.e., desk, teacher’s workstation, whiteboard) that are capable of exchanging information and communicating with each other, offering a unified interaction experience. The student’s desk is a key classroom artefact, where students spend most of their class time, so this work aspiring to enhance their daily educational activities introduces an Intelligent Desk, namely modDesk, featuring a modular design. Its construction allows customizable surfaces to be added or removed on demand, so as to support the specific and different needs of each course. Considering that related studies recommend to equip students with a display along with an appropriate input method as it would be beneficial for the educational process, the surfaces of modDesk feature built-in monitors and input devices, but also enable students to connect their handheld devices (e.g., Smartphones, Tablets). Via sophisticated mechanisms the desk identifies any external devices that are docked to its surface or that are in close proximity, and determines the capabilities they offer. Based on the identified capabilities, modDesk adapts to offer better support to the student. This new generation desk aims to further increase students’ engagement and motivation, providing hands-on experience and offering personal study spaces featuring specialized equipment.

Going Beyond Second Screens: Applications for the Multi-display Intelligent Living Room

Leonidis, A., Korozi, M., Kouroumalis, V., Adamakis, E., Milathianakis, D. & Stephanidis, C. (2021) Going Beyond Second Screens: Applications for the Multi-display Intelligent Living Room ACM International Conference on Interactive Media Experiences

Abstract

This work aims to investigate how the amenities offered by Intelligent Environments can be used to shape new types of useful, exciting and fulfilling experiences while watching sports or movies. Towards this direction, two ambient media players were developed aspiring to offer live access to secondary information via the available displays of an Intelligent Living Room, and to appropriately exploit the technological equipment so as to support natural interaction. Expert-based evaluation experiments revealed some factors that can influence the overall experience significantly, without hindering the viewers’ immersion to the main media.

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