In today's fast-paced and demanding society, more and more people are suffering from stress-related problems; however, intelligent environments can be equipped with facilities that assist in keeping it under control. This paper presents CaLmi, a system for Intelligent Homes that aims to reduce the stress of its residents by: (a) monitoring its level through a combination of biometric measurements from a wearable device along with information about user's everyday life and (b) enabling the ubiquitous presentation of relaxation programs, which deliver multi-sensory, context-aware, personalized interventions.
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.
The emergence of Intelligent Classrooms, and in particular classrooms equipped with facilities for identifying the students’ attention levels, has raised the need for appropriate student-friendly tools that not only facilitate application hosting, but also acts as the means to re-engage inattentive students in the educational process. This work presents CognitOS, a web-based working environment that hosts several types of applications (i.e., exercises, multimedia viewer, digital book) that are utilized as channels to present interventions dictated by the intelligent decision-making mechanisms of the attention-aware classroom. This paper presents the functionality of CognitOS and the design process followed for its development.
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.
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.
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.
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.