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.

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.

The invisible museum: A user-centric platform for creating virtual 3D exhibitions with VR support

Zidianakis, E., Partarakis, N., Ntoa, S., Dimopoulos, A., Kopidaki, S., Ntagianta, A., ... & Stephanidis, C (2021) The invisible museum: A user-centric platform for creating virtual 3D exhibitions with VR support Electronics, 10(3), 363

Abstract

With the ever-advancing availability of digitized museum artifacts, the question of how to make the vast collection of exhibits accessible and explorable beyond what museums traditionally offer via their websites and exposed databases has recently gained increased attention. This research work introduces the Invisible Museum: a user-centric platform that allows users to create interactive and immersive virtual 3D/VR exhibitions using a unified collaborative authoring environment. The platform itself was designed following a Human-Centered Design approach, with the active participation of museum curators and end-users. Content representation adheres to domain standards such as International Committee for Documentation of the International Council of Museums (CIDOC-CRM) and the Europeana Data Model and exploits state-of-the-art deep learning technologies to assist the curators by generating ontology bindings for textual data. The platform enables the formulation and semantic representation of narratives that guide storytelling experiences and bind the presented artifacts with their socio-historic context. Main contributions are pertinent to the fields of (a) user-designed dynamic virtual exhibitions, (b) personalized suggestions and exhibition tours, (c) visualization in web-based 3D/VR technologies, and (d) immersive navigation and interaction. The Invisible Museum has been evaluated using a combination of different methodologies, ensuring the delivery of a high-quality user experience, leading to valuable lessons learned, which are discussed in the article.

When Children Program Intelligent Environments: Lessons Learned from a Serious AR Game

Stefanidi, E., Korozi, M., Leonidis, A., Arampatzis, Antona, M., & Papagiannakis, G. (2021) When Children Program Intelligent Environments: Lessons Learned from a Serious AR Game In the Proceedings of the ACM Interaction Design and Children conference 2021 (IDC 2021), on-line, 26-30 June.

Abstract

While the body of research focusing on Intelligent Environments (IEs) programming by adults is steadily growing, informed insights about children as programmers of such environments are limited. Previous work already established that young children can learn programming basics. Yet, there is still a need to investigate whether this capability can be transferred in the context of IEs, since encouraging children to participate in the management of their intelligent surroundings can enhance responsibility, independence, and the spirit of cooperation. We performed a user study (N=15) with children aged 7-12, using a block-based, gamified AR spatial coding prototype allowing to manipulate smart artifacts in an Intelligent Living room. Our results validated that children understand and can indeed program IEs. Based on our findings, we contribute preliminary implications regarding the use of specific technologies and paradigms (e.g. AR, trigger-action programming) to inspire future systems that enable children to create enriching experiences in IEs.

CognitOS Board: A Wall-Sized Board to Support Presentations in Intelligent Environments

Leonidis, A., Korozi, M., Nikitakis, G., Ntagianta, A., Dimopoulos, A., Zidianakis, E., Stephanidi, E. & Antona, M. (2020) CognitOS Board: A Wall-Sized Board to Support Presentations in Intelligent Environments Technologies 2020, 8(4), 66

Abstract

The proliferation of Internet of Things devices and services and their integration in everyday environments led to the emergence of intelligent offices, classrooms, conference, and meeting rooms that adhere to the paradigm of Ambient Intelligence. Usually, the type of activities performed in such environments (i.e., presentations and lectures) can be enhanced by the use of large Interactive Boards that—among others—allow access to digital content, promote collaboration, enhance the process of exchanging ideas, and increase the engagement of the audience. Additionally, the board contents are expected to be plenty, in terms of quantity, and diverse, in terms of type (e.g., textual data, pictorial data, multimedia, figures, and charts), which unavoidably makes their manipulation over a large display tiring and cumbersome, especially when the interaction lasts for a considerable amount of time (e.g., during a class hour). Acknowledging both the shortcomings and potentials of Interactive Boards in intelligent conference rooms, meeting rooms, and classrooms, this work introduces a sophisticated framework named CognitOS Board, which takes advantage of (i) the intelligent facilities offered by the environment and (ii) the amenities offered by wall-to-wall displays, in order to enhance presentation-related activities. In this article, we describe the design process of CognitOS Board, elaborate on the available functionality, and discuss the results of a user-based evaluation study.

MagiPlay: An Augmented Reality Serious Game Allowing Children to Program Intelligent Environments

Stefanidi, E., Arampatzis, D., Leonidis, A., Korozi, M., Antona, M. & Papagiannakis, G. (2020) MagiPlay: An Augmented Reality Serious Game Allowing Children to Program Intelligent Environments MagiPlay: An Augmented Reality Serious Game Allowing Children to Program Intelligent Environments. In Transactions on Computational Science. Springer, 2020.

Abstract

A basic understanding of problem-solving and computational thinking is undoubtedly a benefit for all ages. At the same time, the proliferation of Intelligent Environments has raised the need for configuring their behaviors to address their users’ needs. This configuration can take the form of programming, and coupled with advances in Augmented Reality and Conversational Agents, can enable users to take control of their intelligent surroundings in an efficient and natural manner. Focusing on children, who can greatly benefit by being immersed in programming from an early age, this paper presents an authoring framework in the form of an Augmented Reality serious game, named MagiPlay, allowing children to manipulate and program their Intelligent Environment. This is achieved through a handheld device, which children can use to capture smart objects via its camera and subsequently create rules dictating their behavior. An intuitive user interface permits players to combine LEGO-like 3D bricks as a part of the rule-based creation process, aiming to make the experience more natural. Additionally, children can communicate with the system via natural language through a Conversational Agent, in order to configure the rules by talking with a human-like agent, while the agent also serves as a guide/helper for the player, providing context-sensitive tips for every part of the rule creation process. Finally, MagiPlay enables networked collaboration, to allow parental and teacher guidance and support. The main objective of this research work is to provide young learners with a fun and engaging way to program their intelligent surroundings. This paper describes the game logic of MagiPlay, its implementation details, and discusses the results of a statistically significant evaluation conducted with end-users, i.e. a group of children of seven to twelve years old.

The CongitOS Classboard: Supporting the teacher in the Intelligent Classroom

Nikitakis, G., Ntagianta, A., Korozi, M., Leonidis, A., Antona, M., Stephanidis, C. (2020) The CongitOS Classboard: Supporting the teacher in the Intelligent Classroom 14th annual International Technology, Education and Development Conference, At Valencia

Abstract

In the domain of education, an Intelligent Classroom that employs Ambient Intelligence technologies can not only improve learning and student performance, but also support educators with the various educational tasks, such as lecturing, course preparation and classroom management. Given that the board is one of the key artifacts of any classroom, using technology to enhance it offers students and educators rich opportunities by providing access to a wide range of applications, capturing and maintaining a simultaneous focus of attention for large learner groups, supporting collaboration and encouraging discussion. To this end, this work presents the CognitOS Classboard, an educator- and student- oriented framework, employed on the “Intelligent Classroom Board” - a wall-to-wall projected interactive board- offering a variety of tools and applications aiming to support lecturing and enhance the learning process. Aiming to create highly engaging and fascinating learning experiences for the students, the CognitOS Classboard apart from offering access to useful educational applications, features sophisticated mechanisms that can transform the classroom into an immersive environment on demand. It supports multimodal interaction through touch, mid-air gestures, voice commands, and user position tracking, while a tablet and a desktop application were developed for permitting the management and overview of the board. This paper reports the functionality of the “CognitOS Classboard” and the findings of an evaluation experiment conducted with User Experience experts.

The LECTOR Podium – An innovative Teacher Workstation for the intelligent Classroom of the Future

Stefanidi, E., Korozi, M., Leonidis, A., Antona, M., & Papagiannakis, G. (2020) The LECTOR Podium – An innovative Teacher Workstation for the intelligent Classroom of the Future In the Proceedings of the 12th International Conference on Education Technology and Computers (ICETC 2020), London, UK, 23-26 October 2020.

Abstract

This paper explores a new approach to a teacher’s workstation in the context of the intelligent classroom of the 21st century. Nowadays, the term “intelligent” is not only associated with efforts to incorporate smart/mobile devices into the learning experience (distance learning, educational games/apps, etc.), but also to equip the physical environment of the classroom with technologically enhanced objects. These technologically augmented artefacts (Student Desk, Interactive Classroom Board and Educator’s Workstation) are embedded discreetly in the classroom’s environment. One of the main concerns in designing and developing such artefacts is to facilitate seamless interaction between educators and students, as well as to enable unobtrusive monitoring and supervision of the students by the educators. This paper presents LECTOR Podium, a system that liberates teachers from the confinement of a desk and introduces a flexible and empowering workstation in the form of a smart arm-chair. This arm-chair assumes the role of a control center, enabling the educator to monitor and operate every feature and artefact of the intelligent classroom.

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